Update prep_teamcity

High-level description
Fix for the DC/OS build issue mentioned at https://jira.mesosphere.com/browse/DCOS_OSS-2372

This repo has @mesosphere-mergebot integration. You can interact with the following commands.
@mesosphere-mergebot override-status
@mesosphere-mergebot label [Request For Comment |Ready For Review |Work In Progress |Ship It |Holding]
@mesosphere-mergebot merge-it
@mesosphere-mergebot bump-ee

PR creators can apply one of  [Ready For Review |Work In Progress]. Owners can apply any label.

@mesosphere-mergebot bump-ee

@mesosphere-mergebot label  ready for review


Autocomplete variable name: first not used

Hi. I have an idea for VSCode autocomplete var name function.
If I has typing var name I want to see first that vars which I not used yet, in practice it will help me and I think others too, to write a little bit quick

this is small example, but if I have many vars with same prefix, it make no sense to use autocomplete

This is a better fit for something like IntelliCode
For normal coding, there's nothing to say that referencing an already used variable isn't what the user wants to do


Install psycopg2-binary when not using docker locally

Fixes #1530

The binary package should be installable on Windows locally, as they provide wheels for Windows.
The binary package is not recommended for Production, so compile from source:

The binary package is a practical choice for development and testing but in production it is advised to use the package built from sources.

Fixes an issue we have currently if one chooses use_windows = 'y': psycopg2 isn't installed at all. This should be resolved by this PR.

If someone with access to a Windows machine could test the use windows option that would be great!

I've done some testing on a VM, and it seems to work. I was able to install the local requirements, including psycopg2-binary.

Accepting this since it's a good idea. If it breaks windows, we'll deal with it.


Test reports being attached to wrong workflow

I have a repo with two workflows.
This workflow invoked the test reporter: https://github.com/zio/izumi-reflect/actions/runs/3857696050
Though the artifacts were attached to irrelevant workflow: https://github.com/zio/izumi-reflect/actions/runs/3857696046
Please fix.

I have also noticed this. I have multiple workflows using test-reporter, and they all get attached to the same single workflow.

https://github.com/dorny/test-reporter#github-limitations

Check Runs are created for specific commit SHA. It's not possible to specify under which workflow test report should belong if more workflows are running for the same SHA. Thanks to this GitHub "feature" it's possible your test report will appear in an unexpected place in GitHub UI. For more information, see https://github.com/dorny/test-reporter/issues/67.

Eh, shite. I guess we should create an issue in gh tracker and mass-vote it.

Eh, shite. I guess we should create an issue in gh tracker and mass-vote it.

@pshirshov Have you already created an issue for the gh tracker? 😀


Fix tests in previous commit.

Signed-off-by: Piotr Sikora<EMAIL_ADDRESS>

I think the test is not cleaning up the stream. The assertion should be triggered.

Which assertion?

There's an assertion that responseCodeDetails are set.

Right, but in the previous commit you've added code to set responseCodeDetails if it's missing, so it's set now, isn't it?

Yes, it is set but it's not tested. I am just suggesting to fix the test and make it clean up explicitly, so that assertion is exercised. We wouldn't have the issue to begin with if the test was right.

I thought your code fixed issue in production and not tests?

I'm going to merge this to fix master, we can discuss proper fix later.


Keyboard on search box not work on mobile

On mobile browser, if you touch on the lens icon, the search box appears and keyboard is showed.
BUT, after few milliseconds, keyboard disappears and you cannot write anything .
Tried on:

Firefox
Opera
Edge.

OS: Android 8.0

@sudeepku can you help route this feedback? Thanks,

This has been resolved, thanks for reporting it @RobDesideri


refactor: convert operation.ts to es6 class

This one was a little painful, as es6 doesn't really do multiple inheritance.

Codecov Report

Merging #58 into master will decrease coverage by 1.06%.
The diff coverage is 75.8%.

@@            Coverage Diff             @@
##           master      #58      +/-   ##
==========================================
- Coverage   98.63%   97.57%   -1.07%
==========================================
  Files           8        8
  Lines        1469     1484      +15
  Branches       62       69       +7
==========================================
- Hits         1449     1448       -1
- Misses         10       24      +14
- Partials       10       12       +2

Impacted Files
Coverage Δ

src/service-object.ts
100% <100%> (ø)
:arrow_up:

test/operation.ts
98.75% <100%> (-0.13%)
:arrow_down:

src/index.ts
100% <100%> (ø)
:arrow_up:

src/operation.ts
64.44% <65.9%> (-35.56%)
:arrow_down:

Continue to review full report at Codecov.

Legend - Click here to learn more
Δ = absolute <relative> (impact), ø = not affected, ? = missing data
Powered by Codecov. Last update 5cafb41...6570b57. Read the comment docs.


Release azure-cli-appservice 0.1.5

Reviewers, please verify the following for this PR:

[ ] The PR title has format Release <component-name> <version>.
[ ] setup.py has been modified with the same version as in the PR title.
[ ] HISTORY.rst has been modified with appropriate release notes.
[ ] If releasing azure-cli or azure-cli-core, __version__ defined in __init__.py should also be modified to match.

Started releasing azure-cli-appservice 0.1.5...

Release of 'azure-cli-appservice' with version '0.1.5' successful. View at https://pypi.python.org/pypi/azure-cli-appservice/0.1.5.

GitHub release created. https://github.com/Azure/azure-cli/releases.

Codecov Report

Merging #3218 into master will not change coverage.
The diff coverage is n/a.

@@           Coverage Diff           @@
##           master    #3218   +/-   ##
=======================================
  Coverage   70.35%   70.35%
=======================================
  Files         381      381
  Lines       24777    24777
  Branches     3785     3785
=======================================
  Hits        17431    17431
  Misses       6237     6237
  Partials     1109     1109

Continue to review full report at Codecov.

Legend - Click here to learn more
Δ = absolute <relative> (impact), ø = not affected, ? = missing data
Powered by Codecov. Last update 39a8fcd...e549206. Read the comment docs.


snakemake 7.32.4 Update pyproject.toml

Codecov Report

Merging #504 (b2ccd2f) into master (e7aae83) will not change coverage.
The diff coverage is n/a.

:exclamation: Current head b2ccd2f differs from pull request most recent head 60abbb9. Consider uploading reports for the commit 60abbb9 to get more accurate results

@@           Coverage Diff           @@
##           master     #504   +/-   ##
=======================================
  Coverage   95.40%   95.40%
=======================================
  Files         131      131
  Lines        4700     4700
=======================================
  Hits         4484     4484
  Misses        216      216

Flag
Coverage Δ

unittests
95.40% <ø> (ø)

Flags with carried forward coverage won't be shown. Click here to find out more.
:mega: We’re building smart automated test selection to slash your CI/CD build times. Learn more


go-neb: Init at unstable-2020-04-09

Motivation for this change
Adds a package for the go-neb matrix bot.
Things done

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

[x] NixOS
[ ] macOS
[ ] other Linux distributions

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

Result of nixpkgs-review pr 87854 1

1 package built:
- go-neb

Builds successfully on Darwin.

This pr is currently rebased on #87855 and should be merged after that.

I have reverted the dependency on #87855 because that PR got rejected. It now uses the old patch method for the modfile again.

Result of nixpkgs-review pr 87854 1

1 package built:
- go-neb

This pull request has been mentioned on NixOS Discourse. There might be relevant details there:
https://discourse.nixos.org/t/prs-ready-for-review-may-2019/3032/170

Result of nixpkgs-review pr 87854 1

1 package built:
- go-neb

Builds and runs fine. Tested with a real notification from alertmanager/prometheus to a room on matrix.org. Thanks for the PR!

This pull request has been mentioned on NixOS Discourse. There might be relevant details there:
https://discourse.nixos.org/t/prs-ready-for-review-may-2019/3032/173

@kalbasit Done

@GrahamcOfBorg build go-neb

@maralorn any plans for a nixos module?

@bbigras Yep, we intend to write that tonight(TM).

Sweet, thanks!


serving routes from the bundle

Operating System: OSX 10.13.3
Node Version: v9.8.0
NPM Version: v5.8.0
webpack Version: v4.1.1 -> webpack-cli v2.0.12
webpack-serve Version: v0.2.0

This issue is for a:

[ ] bug
[ ] feature request
[ ] modification request

Code
CLI Command
  $ webpack-serve

webpack.config.js
const path = require('path')
const HtmlWebpackPlugin = require('html-webpack-plugin')

module.exports = {
  mode: 'development',
  output: {
    path: path.join(__dirname, '/dist'),
    filename: '[name].[hash].js',
    chunkFilename: '[name].[hash].js'
  },

  module: {
    rules: [{
      test: /\.js$/,
      loader: 'babel-loader',
      exclude: /node_modules/
    }]
  },

  plugins: [
    new HtmlWebpackPlugin({
      template: './src/index.html',
      inject: 'body'
    })
  ]
}

Expected Behavior
localhost:8080/my-route should be serve by my-bundle.js
Actual Behavior
Reload on localhost:8080/my-route goes on Not Found
How Do We Reproduce?
-> https://github.com/HollyPony/webpack-serve-routing-err

npm i
npm start
Go on http://localhost:8080
Click on route redirection for 'about' -> http://localhost:8080/about
Refresh the page

FYI: That's was a working behaviour with webpack-dev-server but I'm trying to migrate here since last webpack 4 considerations.
Hope it's not a feature 🤞

Well this definitely isn't a bug in this module. webpack-serve is not webpack-dev-server, and many of the quirks of that module are not found in this one. This issue is a support request (self-described as you're looking for help migrating), which we typically close and ask that folks go to Gitter or StackOverflow.
Your answer lies in the README: https://github.com/webpack-contrib/webpack-serve#add-function-parameters. Specifically with the historyAPIFallback recipe.

Digging about this issue it look like a server conf to enable for client-side routing / pushState html5 history feature. There is many information on google but I found I who seems useful here : http://www.madcoder.me/posts/view/5/configure-server-html5-push-state

You're right, I close for now. Thanks for the advice :)

FYI: I've made a branch with my answer : https://github.com/HollyPony/webpack-serve-routing-err/tree/answer
Thanks again a lot. The add wasn't the clearest answer for me reading the doc :S

If you have suggestions for how to make that clearer, please let us know. We tried to make https://github.com/webpack-contrib/webpack-serve/blob/master/docs/addons/history-fallback.config.js as simple as possible, but there might be room for improvement.


Video ended event

Hi,
Is there an event or way how to count the situations when the video played till the end? The ended event refers to a situation when the pause has ended, not the video itself.
Thanks

Hi @Tony-MF, since there is more than one issue mentioning this, we will track it on #557


Add installation instructions for homebrew and source

This adds a docs folder and adds an INSTALLATION.md file containing installation instructions for the Pony compiler using Homebrew as well as a link to instructions in the Pony tutorial to build ponyc from source on Windows, Mac OS X, Linux, and FreeBSD.

Thank you!


RuleRequiredForAtLeast1Property Error in published Blazor.Server App

Hello eXpand Team,
I converted our XAF app from .Net to .Net.Core Framework and create its blazor server app all works fine while starting it from Visual Studio Debug or Relase mode. But if I publish it and start server in IIS or running MyAppName.Blazor.Server.exe i get the following error before login screen display
Error: System.InvalidOperationException: Unable to create a model node for the 'RuleRequiredForAtLeast1Property' rule. The rule type is unregistered. Use the ValidationRulesRegistrator class to register the rule on module setup.
after i get this error
I've be sure about add Xpand.Persistent.Base refence is ok then i've registered it at MyApp.Module.Module.cs in Application_SetupComplate method before initialize it wia code below
ValidationRulesRegistrator.RegisterRule(module.ModuleManager, typeof(RuleRequiredForAtLeast1Property), typeof(RuleBasePropertiesLogic));
but nothing changed in published app. It still works fine in debug or rease started with VS.
I put the screen shots below for callstack
What am i missing?

Thanx for answers.

hard to tell without experementing the most obvious is to blame your publication, so my guess is that RuleRequiredForAtLeast1Property is actually in a different versioned assemby

Yes it cannot be publication while relase.exe giving same error and ican build and run in VS. I've checked all versions are same 22.1.302.2

Tolis, Hello again,
After been sure all versions are same then I updated my solution from 22.1 to 23.2 (I've planned it after successfull publish in 22.1 but set its plan to early because of this problem) i still get the same error. But there is one diffenrence is now i cannot run my project vi Visual Studio too.

I am sorry without repro solution cannot help much


fix for object transform animations

Checklist

CI Checked:

[x] cargo fmt has been ran
[x] cargo clippy reports no issues
[x] cargo test succeeds
[x] cargo rend3-doc has no warnings
[ ] cargo deny check issues have been fixed or added to deny.toml

Manually Checked:

[x] relevant examples/test cases run
[ ] changes added to changelog
[ ] Add credit to yourself for each change: Added new functionality @githubname.

Related Issues
Description
Object transformations were not being animated.

Hey! I'm aware of this, just a bit busy atm. Will take a look as soon as I can, but changes look good at first glane :+1:

I have run in to an issue - it seems the models faces are flipped, breaking the lighting,
In fact - any transform even this one will flip the faces:
    let matrix = Mat4::from_scale_rotation_translation(Vec3::new(1.0, 1.0, 1.0), Quat::from_rotation_x(0.0), Vec3::new(0.0, 0.0, 0.0));
    renderer.set_object_transform(oh, matrix);

I have no clue why. This transform also breaks the static-gltf example.

@detrimentalist  I think this may be related to the handedness of the meshes. Gltf models are always stored in a right handed coordinate system, but rend3 is left-handed by default (although this is configurable). Right now, depending on your configured handedness, rend3_gltf applies a transform to the root node before calling instance_loaded_scene, inverting the scale component in the transform matrix:
https://github.com/BVE-Reborn/rend3/blob/74d1e1204eb1b3104e18fa02b995233cdcea0802/rend3-gltf/src/lib.rs#L353-L367
If there is an animation for the root node, I think your code code overrides its transform, and this negative scale correction is lost, causing it to appear as if the model's faces were flipped, because triangle winding order is inverted.

OK, so I've taken renderer handedness into account, and updated the animation example.
Regarding the delta thing, the animation looks like expected now so my guess is that it should be like this. :)


FLIRT BBR error: short header read

Hi-
I have 3 data sets for which fmriprep didn't finish cleanly. There are error messages at the bottom of the html reports, and I was wondering if I could have one of you explain them to me. It is hard for me to know what they mean, and how important they are. It appears that intact structural and functional images exist for some, but I would like to know if they are usable. The 3 data sets are attached here.
Thanks,
Jim Waltz
University of Maryland School of Medicine
DataSetsWithErrors.zip

fMRIPrep version: 20.0.2

This looks like a duplicate of #1920, and in the past, it has seemed to result from a filesystem synchronization issue. What is your /work filesystem?

Ah yes. I had to correct my work directory, to specify a drive with more space, and it is possible that those analyses were referencing old work directories, which were either incomplete or gone. Let me try to delete all references to those subjects in work directories and re-run. Thank you,

Delete all references to those subjects in work directories caused fmriprep to finish without errors. Thanks for your quick response.

Glad you were able to fix the problem!


On initial mount console.log is executed two times in @codesandbox/sandpack-react

Hello! Thank you for the awesome library
Not sure if this is a bug, but on initial mount console.log is executed two times (check logs at bottom right):

sometimes console.log is executed only once but most of the time it's executed twice

Reproduction:
https://codesandbox.io/s/sweet-roentgen-v2kdl6?file=/src/App.js
Is it expected? Can I make it to execute only one time on mount?
Originally posted by @VladSez in https://github.com/codesandbox/sandpack/discussions/748

Hey!
I think this is not a bug but only the way React works now.
You can check this blog, it explains why:
https://mariosfakiolas.com/blog/my-react-components-render-twice-and-drive-me-crazy/

It has been fixed recently
Thanks for reporting it


Hidden templateKey fields not saving to .md file

Bug report

What is the current behavior?
The hidden fields for new pages I am creating are not being saved to the .md file that Netlify CMS creates, so Gatsby fails to build, as there is no path to a component.
If the current behavior is a bug, please provide the steps to reproduce.
I created a new page in the config.yml file, adding the following under the file collection:

I then navigated to the /admin page, and edited the new Sidebar page. I saw a new file appear at /pages/sidebar/index.md. However, the hidden templateKey field was not present, and the compilation failed at this point.
I have pushed my repo to this repository.

What is the expected behavior?
I would expect to see the hidden fields I placed in the config.yml file to appear in the final index.md file.

Other relevant information:
System:
OS: Windows 10 10.0.19043
CPU: (8) x64 Intel(R) Core(TM) i7-7820HQ CPU @ 2.90GHz
Binaries:
Node: 16.13.1 - C:\Program Files\nodejs\node.EXE
npm: 8.1.2 - C:\Program Files\nodejs\npm.CMD
Browsers:
Edge: Spartan (44.19041.1266.0), Chromium (101.0.1210.32)
npmPackages:
gatsby: ^4.12.1 => 4.12.1
gatsby-plugin-image: ^2.0.0 => 2.3.0
gatsby-plugin-netlify: ^4.2.0 => 4.2.0
gatsby-plugin-netlify-cms: ^6.12.1 => 6.12.1
gatsby-plugin-purgecss: ^6.0.0 => 6.1.0
gatsby-plugin-react-helmet: ^5.0.0 => 5.3.0
gatsby-plugin-sass: ^5.0.0 => 5.3.0
gatsby-plugin-sharp: ^4.0.0 => 4.3.0
gatsby-remark-copy-linked-files: ^5.0.0 => 5.3.0
gatsby-remark-images: ^6.0.0 => 6.3.0
gatsby-remark-relative-images: ^0.3.0 => 0.3.0
gatsby-source-filesystem: ^4.0.0 => 4.3.0
gatsby-transformer-remark: ^5.0.0 => 5.3.0
gatsby-transformer-sharp: ^4.0.0 => 4.3.0
npmGlobalPackages:
gatsby-cli: 4.13.0

Node.js version: 16.13.1
NPM/Yarn version: NPM v8.1.2
Operating System: Windows 10
Additional tools:

I've found some more issues regarding this (here and here), and apparently the hidden fields simply cannot be saved in the Files collection type.
So my follow-up question now is: How are the hidden templateKey fields generated for the pages that are packaged with the template in this repo if Files collections cannot have hidden fields saved to the .md files?
I can manually add the fields to a new .md file, and so far it actually seems to remain even if the CMS saves new fields to it, but I wouldn't be confident in that remaining long-term.


Attempting to inject an unknown injection: router:main when running unit or integration tests for controllers or routes.

Note: I think this is low priority since there is a workaround (scroll to the bottom), but I still wanted to open it in case someone runs into the same issue.
Easy repro steps:
$ ember new ember new router-main-injection-not-found && \
  cd router-main-injection-not-found && \
  bower install ember#1.11.4  && \
  ember g route dummy-route && \
  ember test

Note: the same error occurs for 1.11, 1.12, route and controller unit tests.
Expected
The tests should pass.
Actual the test fails with the message Attempting to inject an unknown injection: router:main`. Full log:
not ok 10 PhantomJS 2.1 - Unit | Route | dummy route: it exists
    ---
        actual: >
            null
        stack: >
            validateInjections@http://localhost:7357/assets/vendor.js:11622:91
            buildInjections@http://localhost:7357/assets/vendor.js:10772:45
            injectionsFor@http://localhost:7357/assets/vendor.js:10827:37
            factoryFor@http://localhost:7357/assets/vendor.js:10804:37
            lookupFactory@http://localhost:7357/assets/vendor.js:10679:24
            factory@http://localhost:7357/assets/test-support.js:7342:39
            http://localhost:7357/assets/test-support.js:7422:75
            http://localhost:7357/assets/tests.js:153:29
            wrapper@http://localhost:7357/assets/test-support.js:6322:34
            runTest@http://localhost:7357/assets/test-support.js:2502:32
            run@http://localhost:7357/assets/test-support.js:2487:11
            http://localhost:7357/assets/test-support.js:2629:14
            process@http://localhost:7357/assets/test-support.js:2288:24
            begin@http://localhost:7357/assets/test-support.js:2270:9
            http://localhost:7357/assets/test-support.js:2330:9
        message: >
            Died on test #1 testWrapper@http://localhost:7357/assets/test-support.js:6351:16
            test@http://localhost:7357/assets/test-support.js:6364:44
            http://localhost:7357/assets/tests.js:152:24
            exports@http://localhost:7357/assets/vendor.js:92:39
            build@http://localhost:7357/assets/vendor.js:142:17
            findModule@http://localhost:7357/assets/vendor.js:190:14
            requireModule@http://localhost:7357/assets/vendor.js:177:22
            require@http://localhost:7357/assets/test-loader.js:67:16
            loadModules@http://localhost:7357/assets/test-loader.js:58:25
            load@http://localhost:7357/assets/test-loader.js:89:35
            http://localhost:7357/assets/test-support.js:6183:20: Attempting to inject an unknown injection: `router:main`
        Log: |
    ...

Prior to https://github.com/switchfly/ember-test-helpers/pull/100 these tests worked fine. https://github.com/zenefits/ember-test-helpers/commit/eb3e171f0c4218bd83e34328c307a8f73e8bb1d9 fixes the issue. {{link-to}} is broken with and without the commit in 1.11 and 1.12.
Based on the description from PR#100 "This ensures they receive no router at all instead of the 1.13-safe one.", I think it's better for those versions to receive a full router instead of no router at all.
Workaround: simply add needs: ['router:main'] to all your route and controller tests or upgrade to 1.13.

I'm getting this as well.

Sorry that this has caused you trouble, but I am going to go ahead and close the issue.  The work around seems good enough for now, and Ember < 1.13 is getting very long in the tooth at this point...


Filemode changes cause incorrect GIT indicators

Awesome vim plugin, thanks very much.
I've updated the file mode on a entire project folder and then I used the git config tool to ignore file mode changes.
git config core.fileMode false
Now when I run git status it shows what I expected as a result....

But when I open up vim, it shows the '*' next to all of my files...

I don't think this is what I should be seeing. Please let me know if I'm doing something wrong, otherwise maybe its a bug.

Hi, it seems that you have some untracked files under the cron/v2/googleads-php-lib/ dir. There is no matter with file mode.

Oh! Do you mean the '*' after the file names?
That was a feature of nerdtree which means the file is executable.
The git status indicator provided by nerdtree-git-plugin is that in [] before file or dir name.

All the files should be tracked, minus some changes in google-ads-php-lib really.
Ya, that is my bad, I thought the bold orange filename and * were untracked files, apparently I did have the mode to executable.
That must be what i'm seeing. Thanks for the reply @Xuyuanp. Greatly appreciated.

What means untracked? Is there anywhere to see this, or are they same as the previous project?

Here is all you should know

Thanks, I believe I should be looking into nerdtree itself for what i'm trying to look for.


Emit Solidity event to trigger a component to re-render

This is working using redux-thunk middleware to intercept async server side calls.


⚠ API - Lens has degraded performance

In 1f0d047, API - Lens ($LENS_API_URL) experienced degraded performance:

HTTP code: 503
Response time: 636 ms

Resolved: API - Lens performance has improved in 54bbaa0 after 8 minutes.


[MWPW-135420] Undesirable links in search engine results

❗ Do not merge before Milo PR#1189 is merged ❗
PR regards Milo ticket MWPW-133639: Undesirable links in search engine results.
Contains:

changes to selectors affected by ticket (IMS login checks would be affected otherwise)
moved Playwright package to dependencies (linter errors in files because Playwright lib was moved to devDependencies)

❗ Do not merge before Milo PR#1189 is merged ❗

Because Playwright lib was moved (probably by mistake) to devDependencies, VSCode is showing multiple aggravating warnings for import statements. eg: import { expect } from '@playwright/test';
The PR contains the updated package-lock.json with the Playwright library moved to the dependencies section.


sbt dependency url is different from sbt-repos

Hi all
i am new guys in sbt and scala. i meet some trouble when compile some project.
sbt repos setting eg.
my-ivy-repo: http://localhost/, [organization]/[module]/[revision]/[type]s/artifact.[ext]
the problem is:
the sbt resolve the plugin from this url: com.twitter/scrooge-sbt-plugin/3.13.0/ivys/ivy.xml
but the truly url is like this: com.twitter/scrooge-sbt-plugin/scala_2.10/sbt_0.13/3.13.0/ivys/ivy.xml
so i can't download the scrooge plugin from my proxy repo site.
what's wrong ？

The sbt issue tracker is not a support system. Please see how can I get help?

thx！

thx! I found the problem. I set the sbt-tools and typesafe in a nexus group repos.
but them are different. sbt-tools:https://dl.bintray.com/sbt/sbt-plugin-releases/ has the sbt version and scala version in the path.
so resolve this problem. i need set the repos like this
my-ivy-typesafe-repo: http://localhost/, [organization]/[module]/[revision]/[type]s/artifact.[ext]
my-ivy-sbt-tools-repo: http://localhost/,[organization]/[module]/(scala_[scalaVersion]/)(sbt_[sbtVersion]/)[revision]/[type]s/artifact.[ext]

awesome. I'm glad you found the issue :)


_CupertinoControlsState._startHideTimer.

Steps to reproduce
Fatal Exception: FlutterError
0  ???                            0x0 State.setState + 1223 (framework.dart:1223)
1  ???                            0x0 _CupertinoControlsState._startHideTimer.<fn> + 784 (cupertino_controls.dart:784)

Expected results
no error
Actual results
Fatal Exception: FlutterError
0  ???                            0x0 State.setState + 1223 (framework.dart:1223)
1  ???                            0x0 _CupertinoControlsState._startHideTimer.<fn> + 784 (cupertino_controls.dart:784)

Code sample
simple video display example
Screenshots or Video
No response
Logs
Fatal Exception: FlutterError
0  ???                            0x0 State.setState + 1223 (framework.dart:1223)
1  ???                            0x0 _CupertinoControlsState._startHideTimer.<fn> + 784 (cupertino_controls.dart:784)

Flutter Doctor output
[✓] Flutter (Channel stable, 3.19.6, on macOS 13.6 22G120 darwin-x64, locale en-IN)
• Flutter version 3.19.6 on channel stable at /Applications/development/flutter
• Upstream repository https://github.com/flutter/flutter.git
• Framework revision 54e66469a9 (3 months ago), 2024-04-17 13:08:03 -0700
• Engine revision c4cd48e186
• Dart version 3.3.4
• DevTools version 2.31.1

[✓] Android toolchain - develop for Android devices (Android SDK version 34.0.0)
• Android SDK at /Users/mac007/Library/Android/sdk
• Platform android-34, build-tools 34.0.0
• ANDROID_HOME = /Users/mac007/Library/Android/sdk
• Java binary at: /Applications/Android Studio.app/Contents/jbr/Contents/Home/bin/java
• Java version OpenJDK Runtime Environment (build 17.0.6+0-17.0.6b802.4-9586694)
• All Android licenses accepted.

[✓] Xcode - develop for iOS and macOS (Xcode 15.0)
• Xcode at /Applications/Xcode.app/Contents/Developer
• Build 15A240d
• CocoaPods version 1.15.2

[✓] Chrome - develop for the web
• Chrome at /Applications/Google Chrome.app/Contents/MacOS/Google Chrome

[✓] Android Studio (version 2022.2)
• Android Studio at /Applications/Android Studio.app/Contents
• Flutter plugin can be installed from:
🔨 https://plugins.jetbrains.com/plugin/9212-flutter
• Dart plugin can be installed from:
🔨 https://plugins.jetbrains.com/plugin/6351-dart
• Java version OpenJDK Runtime Environment (build 17.0.6+0-17.0.6b802.4-9586694)

[✓] VS Code (version 1.74.3)
• VS Code at /Applications/Visual Studio Code.app/Contents
• Flutter extension version 3.60.0

[✓] Connected device (2 available)
• macOS (desktop) • macos • darwin-x64 • macOS 13.6 22G120 darwin-x64
• Chrome (web) • chrome • web-javascript • Google Chrome 108.0.5359.124

[✓] Network resources
• All expected network resources are available.

simple video display example

@dev3-tech Can you provide a complete but minimal reproducible code sample that shows the reported error ? What platform are you running app on ?

@dev3-tech Does the error only occur in production? And are you getting the trace above from crashlytic tools?
Please try reproducing this locally (maybe run the app in release mode). If you can reproduce it, please provide a minimal sample code so that we have more information to investigate this.
In case this only happens in production, please provide the entire crash stack trace if any, and a list of affected device info (OS, model) as well. Thanks!

provided log is entire stacktrace and it is occuring in production.

it throws exception rarely on ios when video_player buttons tap

Very similar request as https://github.com/flutter/flutter/issues/152852#issuecomment-2272658855. The given stacktrace is not conclusive to make the issue actionable. Try to narrow down or provide replication pattern.


Per world system is broken

I have a world named 1.8 so I changed the config option for all the plugin features from
worlds: []
to
worlds: [1.8]
and now the plugin won't work in any worlds at all.
Tried using PerWorldPlugins as well but it seems it doesn't limit the combat change to certain worlds...

No... You must to make this:
worlds:
- 1.8

@detobel36 that's the same thing. YAML array syntax is valid either way.

Could it be because it's a world with a numbered name?

I did think of that but I didn't get time to check if that changed anything.

Just tested this on my dev server and the numbered name seems to be the cause.

@TheWranger Could you try test build #68 and see if the issue is still present?


AMBARI-25886: Blueprint fails to select configurations

What changes were proposed in this pull request?
(Please fill in changes proposed in this fix)
How was this patch tested?
(Please explain how this patch was tested. Ex: unit tests, manual tests)
(If this patch involves UI changes, please attach a screen-shot; otherwise, remove this)
Please review Ambari Contributing Guide before opening a pull request.

Hi @kevinw66 Zhiguo,
Can you supply test steps for this issue?

Hi @kevinw66 Zhiguo, Can you supply test steps for this issue?

@smallyao Simply single node blueprint creation can meet this error, no special operation, I have added blueprint document to issue content.

After apply this PR, the cluster was successful created by blueprint.

@kevinw66 LGTM, Thanks for working on it.

Merged, thanks @kevinw66


[BUG] RKE2 cluster won't become active when provisioned downstream on Harvester v1.4.0-rc2

Rancher Server Setup

Rancher version: v2.10-fe30db77dab22d42b769c9d88d9410a8044c4066-head
Installation option (Docker install/Helm Chart): single node docker on openSUSE Leap 15.5

If Helm Chart, Kubernetes Cluster and version (RKE1, RKE2, k3s, EKS, etc):

Proxy/Cert Details:

Information about the Cluster

Kubernetes version: v1.30.5+rke2r1 and v1.31.1+rke2r1
Cluster Type (Local/Downstream): downstream Harvester cluster on Harvester v1.4.0-rc2

If downstream, what type of cluster? (Custom/Imported or specify provider for Hosted/Infrastructure Provider):

User Information

What is the role of the user logged in? (Admin/Cluster Owner/Cluster Member/Project Owner/Project Member/Custom)

If custom, define the set of permissions:
This was on the admin account

Describe the bug

When provisioning downstream RKE2 clusters they don't come up after provisioning. The VMs seem to be created successfully.
To Reproduce

Import Harvester into Rancher
Create cloud credentials
Provision a 3 node RKE2 cluster
Result
They stay in the status of Configuring bootstrap node(s) v210-a-v210-a-npmnb-rg27l: waiting for cluster agent to connect

Expected Result

The clusters should go active
Screenshots

Additional context

supportbundle_05592c18-a8ad-4f0f-9f08-6de16ff75576_2024-10-10T19-14-01Z.zip

This works if you select the default RKE2 embedded cloud provider. It seems that it's related to the cloud provider. After working with @jakefhyde on the issue he found the harvester-cloud-provider is stuck in ContainerCreating
kubectl --kubeconfig ./kube.config.2 get pods -A
NAMESPACE         NAME                                                        READY   STATUS              RESTARTS   AGE
calico-system     calico-kube-controllers-657847c99f-sn9z4                    0/1     Pending             0          25h
calico-system     calico-node-slhtk                                           0/1     Running             0          25h
calico-system     calico-typha-c6bd85c4b-jrvh8                                0/1     Pending             0          25h
cattle-system     cattle-cluster-agent-58b9f86797-65qq8                       0/1     Pending             0          25h
kube-system       etcd-first-test-first-test-62gvj-v6zq4                      1/1     Running             0          25h
kube-system       harvester-cloud-provider-76dfdc87f7-m6k85                   0/1     ContainerCreating   0          25h
kube-system       harvester-csi-driver-controllers-694f475d94-82nts           0/3     Pending             0          25h
kube-system       harvester-csi-driver-controllers-694f475d94-rxhpb           0/3     Pending             0          25h
kube-system       harvester-csi-driver-controllers-694f475d94-tnxbx           0/3     Pending             0          25h
kube-system       helm-install-harvester-cloud-provider-jk9xd                 0/1     Completed           0          25h
kube-system       helm-install-harvester-csi-driver-rhkmj                     0/1     Completed           0          25h
kube-system       helm-install-rke2-calico-9g7tz                              0/1     Completed           2          25h
kube-system       helm-install-rke2-calico-crd-6csjx                          0/1     Completed           0          25h
kube-system       helm-install-rke2-coredns-r6rkm                             0/1     Completed           0          25h
kube-system       helm-install-rke2-ingress-nginx-7bj2n                       0/1     Pending             0          25h
kube-system       helm-install-rke2-metrics-server-8z24m                      0/1     Pending             0          25h
kube-system       helm-install-rke2-snapshot-controller-crd-jsmp6             0/1     Pending             0          25h
kube-system       helm-install-rke2-snapshot-controller-fzfz9                 0/1     Pending             0          25h
kube-system       helm-install-rke2-snapshot-validation-webhook-v9l8r         0/1     Pending             0          25h
kube-system       kube-apiserver-first-test-first-test-62gvj-v6zq4            1/1     Running             0          25h
kube-system       kube-controller-manager-first-test-first-test-62gvj-v6zq4   1/1     Running             0          25h
kube-system       kube-proxy-first-test-first-test-62gvj-v6zq4                1/1     Running             0          25h
kube-system       kube-scheduler-first-test-first-test-62gvj-v6zq4            1/1     Running             0          25h
kube-system       rke2-coredns-rke2-coredns-79f8cbfcf7-vfcqt                  0/1     Pending             0          25h
kube-system       rke2-coredns-rke2-coredns-autoscaler-7cf7db4bdc-w4h8n       0/1     Pending             0          25h
tigera-operator   tigera-operator-7cf54cf557-wtht6                            1/1     Running             0          25h

He said that we can see why if we describe it:
❯ kubectl --kubeconfig ./kube.config.2 describe pods -n kube-system harvester-cloud-provider-76dfdc87f7-m6k85
Name:         harvester-cloud-provider-76dfdc87f7-m6k85
Namespace:    kube-system
Priority:     0
Node:         first-test-first-test-62gvj-v6zq4/<IP_ADDRESS>
Start Time:   Thu, 10 Oct 2024 16:16:17 -0400
Labels:       app.kubernetes.io/instance=harvester-cloud-provider
              app.kubernetes.io/name=harvester-cloud-provider
              pod-template-hash=76dfdc87f7
Annotations:  <none>
Status:       Pending
IP:           <IP_ADDRESS>
IPs:
  IP:           <IP_ADDRESS>
Controlled By:  ReplicaSet/harvester-cloud-provider-76dfdc87f7
Containers:
  harvester-cloud-provider:
    Container ID:
    Image:         rancher/harvester-cloud-provider:v0.2.2
    Image ID:
    Port:          <none>
    Host Port:     <none>
    Command:
      harvester-cloud-provider
    Args:
      --cloud-config=/etc/kubernetes/cloud-config
    State:          Waiting
      Reason:       ContainerCreating
    Ready:          False
    Restart Count:  0
    Environment:    <none>
    Mounts:
      /etc/kubernetes/cloud-config from cloud-config (rw)
      /var/run/secrets/kubernetes.io/serviceaccount from kube-api-access-cz4sw (ro)
Conditions:
  Type                        Status
  PodReadyToStartContainers   False
  Initialized                 True
  Ready                       False
  ContainersReady             False
  PodScheduled                True
Volumes:
  cloud-config:
    Type:          HostPath (bare host directory volume)
    Path:          /etc/kubernetes/cloud-config
    HostPathType:  File
  kube-api-access-cz4sw:
    Type:                    Projected (a volume that contains injected data from multiple sources)
    TokenExpirationSeconds:  3607
    ConfigMapName:           kube-root-ca.crt
    ConfigMapOptional:       <nil>
    DownwardAPI:             true
QoS Class:                   BestEffort
Node-Selectors:              kubernetes.io/os=linux
Tolerations:                 cattle.io/os=linux:NoSchedule
                             node-role.kubernetes.io/control-plane:NoSchedule
                             node-role.kubernetes.io/etcd:NoExecute
                             node.cloudprovider.kubernetes.io/uninitialized=true:NoSchedule
                             node.kubernetes.io/not-ready:NoExecute op=Exists for 300s
                             node.kubernetes.io/unreachable:NoExecute op=Exists for 300s
Events:
  Type     Reason       Age                    From     Message
  ----     ------       ----                   ----     -------
  Warning  FailedMount  3m26s (x746 over 25h)  kubelet  MountVolume.SetUp failed for volume "cloud-config" : hostPath type check failed: /etc/kubernetes/cloud-config is not a file

Closing this issue as it ended up UI (rancher/dashboard) fix needed and is tracked in https://github.com/harvester/harvester/issues/6821


Sampling on windows/nvidia does not appear to respect sampler settings

My settings are:
                                    (
                                        mag_filter: Linear,
                                        min_filter: Linear,
                                        address_mode_u: ClampToBorder,
                                        address_mode_v: ClampToBorder,
                                        address_mode_w: ClampToBorder,
                                        anisotropy_enable: true,
                                        max_anisotropy: 16.0, // Could be a setting later
                                        border_color: IntOpaqueWhite,
                                        unnormalized_coordinates: false,
                                        compare_enable: false,
                                        compare_op: Always,
                                        mipmap_mode: Linear,
                                        mip_lod_bias: 0,
                                        min_lod: 0,
                                        max_lod: 5000
                                    )

On a quadro P5000, I'm observing the same result as if border color was IntOpaqueBlack.
This works with a 5700 XT on windows and macOS (via moltenvk)

Incorrect render:

Expected (and working on macOS via moltenvk and windows with a 5700XT)

Metal (until very recently at least) does not support IntOpaqueWhite border color, but I think a shader tweak will make this work with IntOpaqueBlack, fixing this issue on nvidia hardware and iOS

FIxed in https://github.com/aclysma/renderer_prototype/commit/01bc13031e18003ee6ced54c2791a4d3d45c3aa8


Write a "code of conduct"

Info and examples:

https://docs.github.com/en/communities/setting-up-your-project-for-healthy-contributions/adding-a-code-of-conduct-to-your-project
https://github.com/keycloak/keycloak/tree/main?tab=coc-ov-file#readme

taking the good first issue.


clang warning: dcopy_to_ucol.c:77:21: note: place parentheses around the assignment to silence this warning

Could you please build with clang, and fix all warnings, including this one:
scipy/sparse/linalg/dsolve/SuperLU/SRC/dcopy_to_ucol.c:77:21: note: place parentheses around the assignment to silence this warning
                    if (mem_error = dLUMemXpand(jcol, nextu, UCOL, &nzumax, Glu))
                                  ^
                        (                                                       )

I'm going to close this. We solve relevant build warnings on an ongoing basis. This isn't one of them though, SuperLU is vendored so we want to not modify our copy of it unless absolutely essential. Simple things like build warnings should be solved upstream.


[Feature Request] Display in dashboards/statistics all payments received

As title says, would be nice to have displayed all the payments we received (account balance too)
At the moment, only the payments done for services/when client activated a service, is shown in dashboard/statistics.
We receive the payment notification and we can find the payments on user panel and we can also see there his balance (information is not hidden/lost) but since the client can't withdraw the money he paid, i believe we can consider that our income and therefore should be counted on dashboard/statistics too.

From a legal / accounting standpoint: This is not income. It is not our money, it's the clients Money. (borrowed capital)
If the client wants his money, in most countries you need to refund them.
Imho, I would close this issue, but what do @jaapmarcus / @John-S4 think?

It doesn't hurt to show all the payments that have been made. But it should not count as income....

What purpose does it serve? I know of no KPI where that would be relevant at the level that FOSSBilling does accounting.
Total payments received isn‘t a metric that your stripe / paypal / whatever dashboard would not be better equipped to display.
Maybe unused customer balance would be a metric that would be relevant, as you could see your revenue from actually selling stuff versus money that is „parked“ with you.
Ultimately, customers who park money with you use you as a bank. And just like with a bank: if you use this money to work with, and the customer wants it back, you need to be able to give it to them.
Most Business metrics are a relation of two things - bookings versus billing, cashflow in versus cash flow out, etc.
Just „how much money came in this week“ isn‘t a „front-and-center“ „has to be on the dashboard“ kind of Metric imho. At least not until we can put it into a relation with „how much refunds did I have to give back this week“


web login - visual enhancements

I would suggest the following visual improvements for the web-login:

[x] adjust console output to use "console.info()" etc.
[x] show link in different color? -> e.g. create "console.show_link()"
[ ] remove: "[1838113:1838113:0100/000000.202535:ERROR:sandbox_linux.cc(374)] InitializeSandbox() called with multiple threads in process gpu-process."
[x] render visual response in browser, not just a simple text (see screenshot).

remove: "[1838113:1838113:0100/000000.202535:ERROR:sandbox_linux.cc(374)] InitializeSandbox() called with multiple threads in process gpu-process."

I believe this is an issue specific to your workstation setup. The output is generated by Chromium, which is probably your default browser.

I see [236623:236623:0100/000000.950197:ERROR:sandbox_linux.cc(374)] InitializeSandbox() called with multiple threads in process gpu-process. with Chrome for a few weeks now, too

In #65 I changed the launch of the tab from webbrowser.open_new_tab to click.launch. Not sure if that changed anything. Maybe you guys could check? @Schille @buschNT

I'm getting the [131935:131935:0100/000000.862389:ERROR:sandbox_linux.cc(376)] InitializeSandbox() called with multiple threads in process gpu-process. too, with Chrome and unikube version 1.1.0


Refactor YOLOX

Motivation
The official code has been updated recently. In order to align accuracy, we have also reconstructed

Alignment mAP
Change ema param 0.0002 to 0.0001
Add YOLOXHSVRandomAug
Optimize unnecessary all_reduce_dict code
Skip unnecessary filtering rules

BC-breaking (Optional)
None

hoping this request will be merged quickly ,I want to have a test in yoloX_s!


added a custom scrollbar matching websites theme

Closes #73
Implemented a custom scrollbar matching website's theme

@Sanskriti1102  I am one of the program managers. This needs level1 not level2. can you please check once and update the level label


Disable shuffling of the autoplaylist.txt

Hello!
I would love to see a setting to play through the autoplaylist.txt in order when no songs are queued, rather than in a random order.
Thanks!

This will be awesome, for me bot loop same 10-20 song even if i have 50 of them, there is small chance for it to play new one and sometimes it play same song twice in a row.

I like the option of having it play random songs instead of going in order. Perhaps revisit the algorithm that performs the random function?

Or it could be a configuration option as I mentioned in the original
thread.
On Tue, Sep 20, 2016, 6:55 AM glenlivet99<EMAIL_ADDRESS>wrote:

I like the option of having it play random songs instead of going in
order. Perhaps revisit the algorithm that performs the random function?
—
You are receiving this because you authored the thread.
Reply to this email directly, view it on GitHub
https://github.com/SexualRhinoceros/MusicBot/issues/591#issuecomment-248308099,
or mute the thread
https://github.com/notifications/unsubscribe-auth/ALKMV6Ure-Z9uHbDS29MA8C3gPsAtXRqks5qr-XCgaJpZM4J6Gjm
.

definitely a setting. I love the idea of shuffle (once its a bit more shuffled and less repeatey), but a toggle option would be great.


feat: bump kpm version from 0.3.5 to 0.3.6

1. Does this PR affect any open issues?(Y/N) and add issue references (e.g. "fix #123", "re #123".):

[x] N
[ ] Y

2. What is the scope of this PR (e.g. component or file name):

3. Provide a description of the PR(e.g. more details, effects, motivations or doc link):

[ ] Affects user behaviors
[ ] Contains syntax changes
[ ] Contains variable changes
[ ] Contains experimental features
[ ] Performance regression: Consumes more CPU
[ ] Performance regression: Consumes more Memory
[x] Other

4. Are there any breaking changes?(Y/N) and describe the breaking changes(e.g. more details, motivations or doc link):

[x] N
[ ] Y

5. Are there test cases for these changes?(Y/N) select and add more details, references or doc links:

[x] Unit test
[ ] Integration test
[ ] Benchmark (add benchmark stats below)
[ ] Manual test (add detailed scripts or steps below)
[ ] Other

Pull Request Test Coverage Report for Build<PHONE_NUMBER>

0 of 0   changed or added relevant lines in 0 files are covered.
No unchanged relevant lines lost coverage.
Overall coverage remained the same at 42.42%

Totals

Change from base Build<PHONE_NUMBER>:
0.0%

Covered Lines:
1262

Relevant Lines:
2975

💛  - Coveralls


SAI-4661: fix race condition in singleton-per-collection StateWatcher creation

No tests yet; will be tricky to test this, esp because I'm not 100% sure where the race condition actually comes in. Buuut I can definitely see several opportunities for race conditions, and this PR will fix the issue by leaning on the deduplication of collectionWatches and slightly modifying the logic of how StateWatcher determines whether to expire or reset the watch.

@magibney so i debugged a little bit and it's true that there are several zk watch installation from the preRegister steps during restart, even though the corresponding entries are purged from the ZkStateReader.collectionWatches, as far as the  "passive" removal from StateWatcher#process is not triggered before the more "permanent" watch with UnloadCoreOnDeletedWatcher is installed, then those dangling StateWatcher will just follow the collection until the core is unloaded.

@magibney @patsonluk Thanks for working/debugging/fixing/explaning this issue thoroughly. Was bit thinking more about this and thought we should be registering StateWatcher once only (as guys says).  Here is my patch, briefly tested on playpen. But let me know what you guys think of it.
https://github.com/cowpaths/fullstory-solr/pull/154/files

switched the base branch to fs/branch_9_3 and backported the in-progress upstream fix. (Will merge this to upstream branch_9x soon, so only doing fs/branch_9_3 here).


Improve support for text-completion and text-embedding APIs

As illustrated here, text completion and text embedding are important for many scenes. Currently LLamaSharp prefer to chat mode but it's more convenient to integrate with unity and other libraries such as semantic-kernel. Though StatelessExecutor has a similar support, we should consider if there's a better design for text-completion and text-embedding APIs.
I'll try to work on this issue and welcome to add your suggestion/proposal here. :)

I tried the demo for Unity, for version 0.7. I'm delighted, it's immediately clear that it was done by a professional, unlike me.))
I'll just repeat myself. In Unity, the main part is not the chat. There you deal with agents. You simply have no one to talk to, since chat is hardly predictable in terms of the development of any scenario. You move along predetermined points and the LLM’s task is to fill the point with non-trivial content. What the user communicates with has goals and some kind of scenario. Even if the script and points are generated during the interaction.
Each object on the stage has a text description available for context and its own history of interactions. The stage space is divided into zones, each of which also has its own context. Each character has its own description and its own history of interactions. The entire game has a script and a constantly evolving and refined plan of action and goals. The characters are not just present on stage. They have a visual angle and attention to their surroundings.
The character does not converse as in a chat with the player or other characters. He follows a chain of instructions that require him to analyze the situation, adopt a plan of current action, and react to what he observes.
He does not respond to a comment as a chat character, he follows an instruction that asks him - ### Instruction: How would you argue|protest|support|demand for {Char3} the need for {Action} to achieve the goal {Goal2}, taking into account the characters' personalities and their current relationship.
Or even keep a log of your internal monologue (thoughts).
This implies multiple requests to form meaningful interactions with the environment. In addition, this requires a complex mechanism for creating a primary context collected from different sources and possibly reformulating it and extracting theses from it, which will either be used to plan the agent’s behavior or to separate them into different histories for storage.
I described all this to make it clear that all this has little to do with chat.
But all this requires only a few functions. Inference, for executing instructions with the collected context. A vector database of texts or a function for calculating a semantic vector and a function for assessing the proximity of vectors. You will either use the base or write a context assembly algorithm yourself, based on functions.
All! The rest is convenience or the use of LoRA, which will improve the execution of individual instructions (a special decision system). It is advisable to switch LoRA without rebooting the model. Because it is often easier to get a good result for solving a specific problem by training a special set of instructions than a general one.
The priority is to minimize resources and conveniently manage them, requiring a minimum of reboots. It is necessary that saving states and changing modes does not involve the extremely costly reboot of the model.
These are the general considerations that would like to see implemented for Unity.

The llama.cpp has been enhanced to support the BERT model, allowing the use of BERT embedding models.
https://github.com/ggerganov/llama.cpp/pull/5423

I also recently pushed a PR which properly L2 normalises the embeddings, which should vastly improve quality when long sentences are being embedded!


Has this project been abandoned?

The last commit  was over a year ago and their are 63 open pr's. It's still fairly popular. @jmoiron If your willing, could you allow someone else to to continue to maintain you're wonderful project?

@jmoiron if you would like to distance yourself from the project, could you archive it and possibly link to a fork that is being maintained?

For now I'm going through some of the existing pr's and merging them into my fork at https://github.com/BenKnigge/sqly
If this project comes back to life at some point I'll delete that or point it back here.

@bknigge-sightline and @BenKnigge  People that used sqlx should mostly use scany now. It's mature, active, and if you use Postgres you can even use the native interface and types, though it supports database/sql for everyone else as well.

Scany appears to be quite low-maintenance too.

@nielskrijger If you look at the comments and pull requests, I think it's fair to call it active. If there aren't a lot of commits, I figure the way to see if something is active as to see if there are outstanding problems or solved problems where the solution isn't giving triaged

Might be worth pointing out, that if you use PostgreSQL you could also consider using pgx which support struct scanning since 5.1.0: https://pkg.go.dev/github.com/jackc/pgx/v5#RowToStructByName

@nielskrijger scany supports a lot more than pgx though, so that's why I mentioned it as a sqlx replacement, not a pgx replacement.

Hello! Sorry for the delay in replying. @ardan-bkennedy and I recently stepped in to help maintain the project.
We are in the process of triaging all the opened PRs and then issues, and we plan to address outstanding issues and upgrade the library to support generics and new Go versions, among other things.


Is this LRU cache?

just to clarify because the word lru is written only once on the front page.

yes, it is


Fix cargo features

I realized with my previous PR I forgot to actually disable the nightly features... Fixes #156

Updated to fix #156 as well

Looks like something is broken with the x86-64 backend on current nightly?

Kicked over server to rerun the tests, local tests pass as of tonight 2021-09-04.

Doesn't particularly make sense why it would fail on all x86_64 SIMD versions without exception but pass on i686 without exception.
Always failing on the byte ops, too, and with subtly different issues (SIGTRAP, SIGILL, etc.) each time.

I am 99% certain this is due to the recent LLVM 13 upgrade. Due to the recent const generics changes on nightly, it is easier to continue work on this repo if we merge this PR and wait for the LLVM version to be fixed, as this likely is fine with LLVM 12.


High waiting for server response time when using next/image

Before opening, please confirm:

[x] I have searched for duplicate or closed issues.
[X] I have read the guide for submitting bug reports.
[X] I have checked to see if my question is addressed in the FAQ.
[X] I have done my best to include a minimal, self-contained set of instructions for consistently reproducing the issue.
[X] I have removed any sensitive information from my code snippets and submission.

App Id
d3akk1nl18rszx
AWS Region
us-east-1
Amplify Hosting feature
Not Applicable
Frontend framework
Next.js
Next.js version
13.5.1
Next.js router
Pages Router
Describe the bug
We are experiencing extended waiting times for server responses when utilizing next/image. This issue occurs sporadically, and I suspect it may be connected to the cold boot of the next/image lambda function. Consequently, our image loading performance has been severely impacted.
Here is an example of the issue:

This image is only 15KB in size, yet it takes a full 6 seconds to download. It's worth noting that we are also using the webp format for our images.
Expected behavior
Images should load as quickly as possible and not be delayed due to server response times.
Reproduction steps

Create a next.js app
Import some static images using next/image
Deploy the app on Amplify
Evaluate the performance of image loading (observe the presence of cold booting for images).

Build Settings
No response
Log output

# Put your logs below this line

Additional information
No response

Hi @ArianHamdi 👋 , thanks for raising this! I am currently investigating into this behavior and will keep you posted about any updates. In the meantime, can you share the following information:

How sporadic is this behavior? Occurs every few mins, hrs, days etc.?
Which image types are impacted? Or is it only impacting webp format images?
Are you serving the static images from the public directory or from a different destination such as Amazon S3 etc.?

@Jay2113 Huge impact in our product. Quick update is appreciated.

@Jay2113  Any update on this?

Hi @ArianHamdi 👋 , thanks for raising this! I am currently investigating into this behavior and will keep you posted about any updates. In the meantime, can you share the following information:

How sporadic is this behavior? Occurs every few mins, hrs, days etc.?
Which image types are impacted? Or is it only impacting webp format images?
Are you serving the static images from the public directory or from a different destination such as Amazon S3 etc.?

Amazing customer support. It is one month without any answer. We will migrate to another platform as soon as possible.

I just faced the same problem. Some images would load fine, but two specific images won't load at all with 504 Gateway Timeout and  x-cache: Error from cloudfront errors.
While trying to reproduce behaviour using curl I noticed that removing image/avif from Accept header (image/avif,image/webp,image/apng,image/svg+xml,image/*,*/*;q=0.8)f ixes the loading problem.
This can be configured in next.config.mjs^1
diff --git a/next.config.mjs b/next.config.mjs
--- a/next.config.mjs
+++ b/next.config.mjs
@@ -50,7 +50,7 @@ export default withBundleAnalyzer({
   images: {
-    formats: ["image/avif", "image/webp"],
+    formats: ["image/webp"],


fix: patching wrong environment variables when resuming

Migrating
https://github.com/SwissDataScienceCenter/renku-notebooks/pull/1923
/deploy

You can access the deployment of this PR at https://renku-ci-ds-585.dev.renku.ch

Pull Request Test Coverage Report for Build<PHONE_NUMBER>6
Details

4 of 12 (33.33%)  changed or added relevant lines in 1 file are covered.
3 unchanged lines in 2 files lost coverage.
Overall coverage increased (+0.1%) to 86.667%

Changes Missing Coverage
Covered Lines
Changed/Added Lines
%

components/renku_data_services/notebooks/api/classes/k8s_client.py
4
12
33.33%

Files with Coverage Reduction
New Missed Lines
%

components/renku_data_services/base_api/error_handler.py
1
89.47%

components/renku_data_services/notebooks/api/classes/k8s_client.py
2
63.58%

Totals

Change from base Build<PHONE_NUMBER>6:
0.1%

Covered Lines:
15204

Relevant Lines:
17543

💛  - Coveralls

Tearing down the temporary RenkuLab deplyoment for this PR.


Market doesnt get put out when on fire sometimes

I am not sure if its a regular thing or just affects some people/versions of the game but for me, in the 1.14.1 shc extreme version markets that get set on fire(for the ai and bay the ai, I haven't tested it for the player) the market sometimes doesn't get put out by any fireman and keeps on burning until it's destroyed. potentially setting fire to more buildings around it unless they are still immune from fire after being put out previously
I am not quite sure how to replicate it as it does sort of happening randomly =/

The building type does not matter when putting out the fire. So I guess it can happen to any flammable building I suppose. The worker AI works the same for every player, so that can't be a factor. I couldnt find anything bad related to this part of the code, so it requires a more in-depth investigation to get to the bottom of it.

Just a random thought, unlikely but possible.
Do the firemen prioritize buildings based on cost? Maybe the 0 cost marketplace causes the issue.

I raised that idea with showdown in the past as well as the "bug" became apparent to me around the time the marketplace price reduction was introduced but I haven't done enough testing to confirm that it is related. I can try to get a save file where it has the market burning and doesn't get put out but I am somewhat certain that it doesn't stay that way after loading the map

Do the firemen prioritize buildings based on cost? Maybe the 0 cost marketplace causes the issue.
No, I can confirm this thing with reachable trading posts not getting extinguished also happened relatively frequently for some custom Saladin AIV I had created and watched in action before the UCP, let alone 0-cost trading posts were introduced to the game.
Also, well workers do happily run for a 5 wood apple farm when there's a cathedral and a quarry burning elsewhere as well, so I doubt they have any idea of building cost influencing their decisions anyway? Haven't made further tests on that, though, but as I said, the issue was there before free markets ever were possible.

In this savefile, I have "captured" a market that is burning and getting ignored by the fireman at the red wazir hopefully its helpfull =)

as far as i am concerned, i have also seeen a granary not getting put out. It could be related to the AI not storingthe first buildings it sets up in some matrix for buildigns to care for their state or sth


Custom Execution Backends

Users should be able to specify different execution backends such as executing locally or on other HPC resources.
This is a pretty vague, open-ended issue and will just contain discussion/thoughts around how custom backends should be supported. This includes questions like should backends be packaged with deepforge or be separate extensions?

They would be easier to manage (at least at the start) as packaged with deepforge.

Closing this as custom execution backends are now supported as of #1244 and #1227. Custom execution backends are packaged with deepforge and enabled/disabled in the config/components.json. Users can then set their desired backend upon executing a pipeline/job


Add function _.mergeBy

manytime we want to combine two object array through some properties  they own , we just need to put two object arrays into the function and point out the property . we can get the result.

Coverage decreased (-0.2%) to 96.6% when pulling fa92b057e481c377b8578ff48e937004fc1d2452 on ershing:ershing-patch-1 into 20e7c6e164085e832b6140acc690d6f66f7f6c63 on jashkenas:master.

Coverage decreased (-0.2%) to 96.6% when pulling fa92b057e481c377b8578ff48e937004fc1d2452 on ershing:ershing-patch-1 into 20e7c6e164085e832b6140acc690d6f66f7f6c63 on jashkenas:master.

Coverage decreased (-0.2%) to 96.596% when pulling 65b1ae0ef6ce058f26643424fcc7a0a3cd69a028 on ershing:ershing-patch-1 into 20e7c6e164085e832b6140acc690d6f66f7f6c63 on jashkenas:master.

Coverage increased (+0.07%) to 96.831% when pulling ae43b1b22483b0625a3193ee5a6ab81bbe836f38 on ershing:ershing-patch-1 into 20e7c6e164085e832b6140acc690d6f66f7f6c63 on jashkenas:master.

No thanks. Feel free to host this as a plugin yourself.


CSystem: Set build and install interfaces on included headers

This prevents a CMake error when including the project via FetchContent:
CMake Error in Build/release/_deps/swiftsystem-src/Sources/System/CMakeLists.txt:
  Target "CSystem" contains relative path in its
  INTERFACE_INCLUDE_DIRECTORIES:

    "include"

@swift-ci please test


Fuzzing fixes

Description of the Change

5 issues: one, two, three, four, five are fixed.
MacOS build is fixed.

Benefits
Fuzzing is ready to OSS-fuzz integration.

Possible Drawbacks
None?

Usage Examples or Tests
Run cmake -DFUZZING=ON .. and then make mst_fuzz (or any other fuzzing target).

@luckychess could you rebase it onto master branch?


Add python & pkg_tar

Add hellobazel in python to integration example
￼
Put the sources in a tarball to show pkg_tar. Since pkg_tar uses python, this helps verify that py_binary works with pkg_tar

Nice! I'll add a presubmit configuration for your examples later (it's an open item on my TODO list).


some problems on validating the global searching keywords in The Flask Mega-Tutorial Part XVI: Full-Text Search

@bp.route('/search')
@login_required
def search():
if not g.search_form.validate():
return redirect(url_for('main.explore'))
page = request.args.get('page', 1, type=int)
posts, total = Post.search(g.search_form.q.data, page,
current_app.config['POSTS_PER_PAGE'])
next_url = url_for('main.search', q=g.search_form.q.data, page=page + 1)
if total > page * current_app.config['POSTS_PER_PAGE'] else None
prev_url = url_for('main.search', q=g.search_form.q.data, page=page - 1)
if page > 1 else None
return render_template('search.html', title=_('Search'), posts=posts,
next_url=next_url, prev_url=prev_url)

Hello,I got some problem here,after a lot of times of trying,i found that the validation won't work,
everything else works fine,so i think there must be something wrong here:
from flask import request
class SearchForm(FlaskForm):
q = StringField(_l('Search'), validators=[DataRequired()])
def __init__(self, *args, **kwargs):
    if 'formdata' not in kwargs:
        kwargs['formdata'] = request.args
    if 'csrf_enabled' not in kwargs:
        kwargs['csrf_enabled'] = False
    super(SearchForm, self).__init__(*args, **kwargs)

could you please explain this for me? by the way i have try another way to do the global searching,
i'm using the "request.args.get" method to get the "q" parameter directly.waiting for your ansewers,thanks!

What do you mean by "the validation won't work" exactly?

I mean the validation on the form didn't catch the data ，so the 'validate'
function doesn't work well.
在 2020年3月31日星期二，Miguel Grinberg<EMAIL_ADDRESS>写道：

What do you mean by "the validation won't work" exactly?
—
You are receiving this because you authored the thread.
Reply to this email directly, view it on GitHub
https://github.com/miguelgrinberg/microblog/issues/219#issuecomment-606675179,
or unsubscribe
https://github.com/notifications/unsubscribe-auth/AE5QMPZ52EKO3ESLKKHLKMLRKH7IBANCNFSM4LXO7FSA
.

What is the validation error?

@bp.route('/search')
@login_required
def search():
try:
exp = request.args.get('q')
except:
return redirect(url_for('main.explore'))
page = request.args.get('page',1,type=int)
posts,total = Post.search(exp,page,current_app.config['POSTS_PER_PAGE'])
next_url = url_for('main.search',q=exp,page=page + 1)
if total > page * current_app.config['POSTS_PER_PAGE'] else None
prev_url = url_for('main.search',q=exp,page=page - 1) if page > 1 else None
return render_template('search.html',title=_('Search'),posts=posts,
next_url=next_url,prev_url=prev_url)
I've change the function into this way,the old way can't catch the 'q' parameter from the request in "g.search_form.validate()",so i think the function 'validate' might have something wrong,Function encapsulation have made me some hard understanding the process of getting the 'q' parameter and validating the data,by the way, i think this 'kwargs['formdata'] = request.args' didn't help to get the 'q' parameters in the url,
def init(self, *args, **kwargs):
if 'formdata' not in kwargs:
kwargs['formdata'] = request.args
if 'csrf_enabled' not in kwargs:
kwargs['csrf_enabled'] = False
super(SearchForm, self).init(*args, **kwargs)
this one, i don't know how the 'csrf' would be sent,it's really wierld, i think i may check the source code of 'db.Model'.

123 @bp.route('/search') 124 @login_required 125 def search(): 126     try: 127         exp = request.args.get('q') 128     except: 129         return redirect(url_for('main.explore')) 130     page = request.args.get('page',1,type=int) 131     posts,total = Post.search(exp,page,current_app.config['POSTS_PER_PAGE']) 132     next_url = url_for('main.search',q=exp,page=page + 1) \ 133             if total > page * current_app.config['POSTS_PER_PAGE'] else None 134     prev_url = url_for('main.search',q=exp,page=page - 1) if page > 1 else None 135     return render_template('search.html',title=_('Search'),posts=posts, 136             next_url=next_url,prev_url=prev_url)

The validate method comes with Flask-WTF, I'm 100% certain it works well. I suggest you compare your code against mine, something on your side must be different.

Fine，


Drastic minecraft sound engineering improvements uwu

Drastically improves both the chest sounds (normal, trapped, and ender) as well as all villager sounds.

here is an example of chest improvement https://streamable.com/435lk

:confused:


Bump version and automatic version determination

In the future you only have to update the version number in the init file instead of also setting it in the setup.cfg file.

Looks good to me!


Support input Unicode, such as Chinese.

Is your feature request related to a problem? Please describe.
Support input Unicode, such as Chinese.
Describe the solution you'd like
Maybe try upgrade xterm's version.
"xterm": "^3.8.0", 3.8.0 was published at 6 Oct 2018, and this version was Pre-release.
This is another website katacoda based xterm, can support Unicode.
Describe alternatives you've considered
Additional context

Hi, are you talking about when you open a shell into a container?

https://www.npmjs.com/package/xterm

Hi, are you talking about when you open a shell into a container?

Open page containers, click Exec console, then open /containers/{container id}/exec

If I shell into a container and do a curl https://www.kermitproject.org/utf8.html it results in:

And if I try copy/paste:

Same for the kubectl shell:

Can you please elaborate what isn't working by providing us with some examples?


⚠ Bofrost.at has degraded performance

In f27fa54, Bofrost.at (https://www.bofrost.at) experienced degraded performance:

HTTP code: 200
Response time: 1733 ms

Resolved: Bofrost.at performance has improved in b28eda4.


New Group/1:1 Chat - No focus in the input field after create a new group

If you haven’t already, check out our contributing guidelines for onboarding and email<EMAIL_ADDRESS>to request to join our Slack channel!

Action Performed:

Open the App
Login with any account
Click on FAB button/New Group
Select 2 or more users -> Create Group
Check that you are redirected to the New Group page

Expected Result:
The focus should be in the input field
Actual Result:
No focus in the input field
Workaround:
Unknown
Platform:

Where is this issue occurring?

Web
iOS
Android
Desktop App
Mobile Web

Version Number: <IP_ADDRESS>
Reproducible in staging?: Yes
Reproducible in production?: Yes
Email or phone of affected tester (no customers): any
Logs: https://stackoverflow.com/c/expensify/questions/4856
Notes/Photos/Videos: Any additional supporting documentation
https://user-images.githubusercontent.com/93399543/193469108-d1bb7ee1-319a-4c10-b8b7-21326609b35e.mp4
Expensify/Expensify Issue URL:
Issue reported by: Applause - Internal Team
Slack conversation:
View all open jobs on GitHub

@Christinadobrzyn does this make sense to you? I think maybe but I'm a bit indifferent.

I can't reproduce this on the web app

There are several open GHs about focus on the mobile app (although not this issue specifically)

https://github.com/Expensify/App/issues/10414
https://github.com/Expensify/App/issues/11507
I think we can close this and come back to it if it still exists after some of these other updates?


Sensors Missing - tariff code: E1R-AEVAR-1201-J

Describe the bug
I cannot see any of the expected octopus sensors after setting up
I have noted the following relevant entry in the log:
2022-11-08 23:19:32.624 ERROR (MainThread) [custom_components.octopus_energy] Unexpected error fetching rates data: Unable to extract product code from tariff code: E1R-AEVAR-1201-J
The version of Home Assistant:

Home Assistant 2022.11.2
Supervisor 2022.10.2
Operating System 9.3
Frontend 20221108.0 - latest

I think this issue may have been due to me being on a tariff that was brought over when Octopus merged with Affect energy a few years ago. My tariff was previously shown in the Octopus portal as "Affect Tariff". I spoke to octopus support today who moved me onto a Octopus tariff and the plugin started working as if by magic.

The tariff looks like it's the wrong format. But as they've fixed it for you, I'll now close this issue.


Configuration options.

I could not find complete description of the configuration options. Is there a documentation for this?
Currently I can only guess what which option is about.

The fan part is that you don't have to guess. Instead, you can search any given configuration option in the source code and figure it out yourself what it does. :)
Seriously, though, more documentation is definitely needed. This issue will keep you informed when this will happen. Thanks for reporting.


samples: subsys: video: add arducam mega camera full-featured sample

This example is a full-featured sample for the Arducam Mega camera driver. By using serial communication with a PC software, it can capture images, display them, and also control camera settings such as exposure and gain.

@kartben
Hello, we are sending mega API sample to zephyr, and we have no idea about how to solve the issue.

We will merge it to arducam mega driver PR


Fix #11942

Notes for Reviewers

This PR fixes #11942

Signed commits

[ ] Yes, I signed my commits.
-Description:-resolve redundancy in error page.

Please don't delete this file.

that file is redundant file or copy of this file  docs/_data/errorref/meshery-server_errors_export.json.
remove file and this file are same.

Please don't delete this file.

that deleted file create this issue , the redundancy in docs page.

@eyeaadil
Let's discuss this during the Meshery Development call today at 9:00 AM CT | 8:30 PM IST. Adding it as an agenda item to the meeting minutes || meeting link.

@vishalvivekm ,can you please review this PR,In last  Meshery Development call i was not present because i was travelling that day.


add lazy userGetInfoHandler api, expose other actions for external use, docs/example

The goal here was to allow for the user to call the postMessage that is usually immediately invoked upon receiving the fxhash_getInfo event.
Sometimes for a number of reasons the project/code may not have called $fx.params fast enough to be included when the response invocation is executed.
I have basically made the calls that post back available as their own actions, as well as another property that if defined will defer to it for responding.

kinda breaks with the archictecture right now.


App 'order' exited with error: exit status<PHONE_NUMBER>

Run hover run under windows and directly report an error to exit. The following is the procedure of hover run
hover: Using engine from cache
hover: Cleaning the build directory
hover: Bundling flutter app
Running "flutter pub get" in order_app...                          442ms
Font subsetting is not supported in debug mode. The --tree-shake-icons flag will be
ignored.
hover: Compiling 'go-flutter' and plugins
hover: Successfully compiled executable binary for windows
hover: Build finished, starting app...
hover: Running order in debug_unopt mode
hover: App 'order' exited with error: exit status<PHONE_NUMBER>

Are you using a virtual machine ?

Are you using a virtual machine ?

Without additional information, we are unfortunately not sure how to resolve
this issue. We are therefore reluctantly going to close this bug for now. Please
don't hesitate to comment on the bug if you have any more information for us; we
will reopen it right away!
Thanks for your contribution.
Duplicate btw

Without additional information, we are unfortunately not sure how to resolve
this issue. We are therefore reluctantly going to close this bug for now. Please
don't hesitate to comment on the bug if you have any more information for us; we
will reopen it right away!
Thanks for your contribution.
Duplicate btw


add support for nash market orders

This depends on an update to the nash-protocol

This looks good, just make sure to change Cargo.toml back before merge


Add navbar to app

Note! All designs are currently first drafts. Fonts, icons, colors etc. will most probably be changed later on, so developer can freely choose what to use at this phase. Also, the styles do not need to polished and finalized yet, main thing is to get things working 😊 Also, if you have better ideas, let's discuss!
Add navbar to app with buttons (see below). Buttons can be now just placeholders, no functionality needed.
Mandatory features for first version:

app name/icon
filtering events (search icon)
login user (user icon)

Mobile

Desktop

A question: Did you have some icon library in mind when drawing these? Or just take something and then change when final decisions have been made? I've been working with so many designers who have had so strict opinions about this kind of things that I figured I will always ask 😄

I don't have any preferences regarding styling choices including the icons 😄 Initially we discussed with @magdapoppins that we could use tailwind for styling, but we can ditch that idea as well.


Slides not working on Android

From @AriGru on July 6, 2016 22:21
Hello - I have built slides and they work on GenyMotion but we submitted the app and they do not work on Android. It shows I have one slide and will not scroll through. Is this being fixed?
Copied from original issue: driftyco/ionic-preview-app#47

From @danielmouraa on July 18, 2016 20:6
I had the same problem...

Hello @AriGru thanks for opening an issue with us! If you use ionic serve to deploy the app does it have the same issue in chrome?

I am having the same problem. I use the ionic serve command and I am using Ionic v. 2.0.0-beta.32. Have tested in Chrome, in browser and in emulator, and on the Ionic View app on Android, and only the first slide will display. The user cannot initiate the slide action and the bullet points that appear show only one slide in place. This functionality also happens when I am attempting to use the Slider in the Ionic v2 docs.

I'm having the same problem. It works on android if the screen is rotated. I found that when using ionic serve, if I load it in Chrome and then resize the window, the other slides appear.

As a workaround, adding the following to a component that uses slides seems to fix the issue:
@ViewChild(Slides) slider: Slides;
ionViewDidEnter {
  this.slider.getSlider().update();
}

Slides is imported from "ionic-angular"

Hello all! I can confirm that this has been fixed in the latest nightly and will be in the upcoming beta.11 release. Thanks for using Ionic!


Implement glow/bloom on compatibility renderer

This is a fairly straight forward and basic implementation of glow. For now we've left out some of the bells and whistles to keep this performant on mobile devices.
This PR also enabled/abuses the 2D HDR setting on viewports to cause the viewport to use an RGBA16F buffer allowing for high dynamic range for both 2D and 3D output. Colors are still output in sRGB color space so it's more an approximation but it works.
The glow works using "Dual filtering" to blur the source image which is more limited to what we're doing in the Vulkan renderer (but much more bandwidth efficient). Right now we're also using simple blending to apply the glow to the final image, functional and fast, but not as pretty as what the Vulkan render does.

See Marius Bjørge presentation at Siggraph 2015 "Bandwidth-Efficient Rendering" for more info on the blur effect being used.
Without HDR enabled we need to apply our luminance multiplier trick that we also use on Vulkan Mobile (but now in sRGB space which in theory should have less banding issues) where we use an RGB10A2 buffer.

Note: Glow on a viewport with a transparent background only works when HDR is enabled. We can not use the luminance multiplier trick in this case due to using RGBA8 buffers.
If glow is used with stereo rendering, this disables the benefits of foveated rendering as we are using an intermediate buffer.

Production edit: This closes https://github.com/godotengine/godot/issues/66455.
Production edit: This closes godotengine/internal-team-priorities#16

This is now working both in HDR and normal mode. In normal mode we render to RGB10A2 as before, but if glow is enabled we apply a multiplier. Needs testing to see if this leads to unwanted banding. We could play with the multiplier to see if we can find a better balance if needed.
Also still need to test in stereo

@clayjohn would be good if you could have a first look at this and give some feedback on what else we should do here.

We discussed hiding the "level" properties and the "normalized" property.
You can hide them from the editor here (note this only hides it from the editor, it doesn't change saving/loading):
https://github.com/godotengine/godot/blob/51991e20143a39e9ef0107163eaf283ca0a761ea/scene/resources/environment.cpp#L1065-L1071
Then you just have to remember to call notify_property_list_changed() here:
https://github.com/godotengine/godot/blob/51991e20143a39e9ef0107163eaf283ca0a761ea/scene/resources/environment.cpp#L602-L620

We discussed hiding the "level" properties and the "normalized" property.

I've hidden all glow properties we currently don't support. There might be one or two that we can add support for.
Clang format was being a bit annoying though.
I wasn't sure if notify_property_list_changed was required, it's called on set_glow_enabled which is the only thing that impacts visibility here.

@Calinou I added support for bloom and the thresholds, turned out to be easier than I thought, that makes it work pretty close to the original.
I'll have a look at the canvas mode, I think that might be a result of 2D stuff not being copied to the new intermediate buffer.

Ok, fixed the canvas mode as well. Do note that 2D rendering caps the values so glow requires some bloom or a lower hdr threshold. Hopefully that is ok enough.

I was testing this PR and disabling Depth Prepass in project settings seems to completely break rendering for me. Can reproduce the issue in @Calinou 's test project.
driver/depth_prepass/enable=false

I was testing this PR and disabling Depth Prepass in project settings seems to completely break rendering for me. Can reproduce the issue in @Calinou 's test project.
driver/depth_prepass/enable=false

Good catch Daniel. Actually possibly not broken by this PR but already broken, writing to depth was disabled when clearing the depth buffer. Moved some code forward to fix.

I was testing this PR and disabling Depth Prepass in project settings seems to completely break rendering for me. Can reproduce the issue in @Calinou 's test project.
driver/depth_prepass/enable=false

Good catch Daniel. Actually possibly not broken by this PR but already broken, writing to depth was disabled when clearing the depth buffer. Moved some code forward to fix.

Found a new issue with it, if there's a shader that's has the render modes cull_front and also depth_draw_never in the scene it either freezes the scene view or makes it really slow (depending on the complexity of the mesh I believe).
shader_type spatial;

render_mode cull_front,depth_draw_never;

Repro steps:
1 - Create a spatial shader with render_mode cull_front,depth_draw_never;
2 - Assign to a mesh in the scene (more complex meshes seem to make the problem worse).
3 - Turn off glow on world environment.
4 - Turn on glow on world environment.
5 - Try to rotate the scene view around, it'll be frozen or rotating with very delayed iterations.

Not sure if this is the right place to put this, but I've been trying to check how the glow would run on my quest 2. After the fixes I pointed out above I managed to get it to run, however if I have both Glow and the MSAA enabled (in compatibility mode with the merged PR that introduces MSAA to compatibility mode) the game freezes on load and I have to force-restart the device.
If I disable MSAA the game starts just fine and I can see the glow effect, no errors, no problems.
If I disable glow and leave MSAA enabled the game starts just fine and I can see the MSAA effect, no glow but no errors no problems.
Having both enabled at the same time causes the freeze on load. (Black screen frozen)
I also tried to cheese the device by starting with MSAA on and glow off, and added a timer to a GDScript that enabled glow after 5 seconds. It still froze the device but in a different way. It took me to passthrough, and didn't recognize controllers or anything. Pressing power twice took me back to the game, I could look around for a moment, I didn't see any glow, but then it took me right back to passthrough.

Found a new issue with it, if there's a shader that's has the render modes cull_front and also depth_draw_never in the scene it either freezes the scene view or makes it really slow (depending on the complexity of the mesh I believe).

Haven't been able to reproduce this so I think there is more going on in this example. Could use an MRP for this

Having both enabled at the same time causes the freeze on load. (Black screen frozen)

I'm able to reproduce this but it has me stumped. There is nothing in the error log, renderdoc just shows that we're skipping rendering all together. Android is such a PITA to debug.
When using glow we're rendering to an intermediate buffer. When using MSAA on devices that have this capability (Quest does, PC does not), we're using a special MSAA GLES extension that does MSAA in tile memory and then directly resolves and writes to texture. So we're using that here on the intermediate buffer.
My guess is that this is working correctly with our normal framebuffer, but failing on the intermediate buffer.

Found a new issue with it, if there's a shader that's has the render modes cull_front and also depth_draw_never in the scene it either freezes the scene view or makes it really slow (depending on the complexity of the mesh I believe).

Haven't been able to reproduce this so I think there is more going on in this example. Could use an MRP for this

Makes sense, I tested on the new push and it's still happening, MRP attached:
ReproGlowIssue.zip

I found out a big problem with our code, and this is probably not even introduced by glow but it came to the surface, is our handling of global state in OpenGL. We often leave stuff as is after a process finishes with the assumption that the next process doesn't mind.
One such thing is leaving shaders bound, we are finding out that more and more functions that seemingly do nothing with shaders, can still fail if the current bound shader does not match the current framebuffer setup. In our case here I got a bunch of error spam from a glClear in the canvas renderer, because of the last shader used during 3D rendering.
The other issue had to do with setting and retaining the last culling state and the last depth buffer state, both causing issues with the execution of our glow shader causing the UI to seemingly freeze (it was just not processing the glow shader).
I've thus did a LOT of cleanup on the way we handle global state in the 3D rendering part. There is more here to do but I've done the basics. I don't like having this logic where it is however, it should be more central. One thing @clayjohn and I have been discussing in the past is to rename our config class to an more general purpose opengl(_wrapper) class. This class is already a mix of OpenGL status info and additional function handling, moving this into the drivers/gles3 folder and implementing it to hold and modify global state, and do stuff such as tracking resources, seems like a good idea. Out of scope for this PR however.

Improve the luminance calculation. Using the current method means that blue objects don't glow

cc @Ansraer :)

start with a 1/4 res downsample instead of 1/2 res. This will expand the size of the glow a bit, but it will also reduce the cost of glow.

I think this should be a setting, and we'll need to see how we can modify the downsample and upsample as the logic from the original dual filtering spec is purely 1/2 res downstep/upstep.
I also think that in this case we should have the final upstep go to a glow buffer, right now I'm doing the final upstep as part of writing into the render buffer to save an extra step. But I don't think we can efficiently do that especially when combined with scaling.
It would definitely be nice to do these as follow up PRs.

Thanks! Amazing work that should make a lot of happy users :tada:

@BastiaanOlij thank you for great improvement, trying to use it with my project, I have unshaded shaders:
shader_type spatial;
render_mode unshaded;

uniform float glow_power : hint_range(1.0, 100.0) = 30.0;
uniform vec3 color : source_color = vec3(0.0, 0.686, 0.757);

void fragment() {
    ALBEDO = color * glow_power;
}

simple and stupid, but it works with mobile and forward+, but doesn't work with current main build, is it possible to make it work or maybe some workaround?

@theromis worth raising an issue for so it's not overlooked. In theory this should work, I don't see anything that stands out in the scene shader that would limit the output.

@BastiaanOlij finally found env setup to make this shader work, sorry, false alarm, palette looks different but at least it works.


rubico/x/includes

/**

@name includes

@synopsis

includes(value any)(container Array|String|Object) -> boolean

@description
Check if a collection includes another value by SameValueZero.

import includes from 'https://unpkg.com/rubico/dist/x/includes.es.js'

console.log(
includes(5)([1, 2, 3, 4, 5])
) // true

*/

resolved by ed50004


Latest bfs version fails to find libacl and libcap

> LANG=C git pull
Already up to date.

> LANG=C make
[…]
cc -D__EXTENSIONS__ -D_ATFILE_SOURCE -D_BSD_SOURCE -D_DARWIN_C_SOURCE -D_DEFAULT_SOURCE -D_FILE_OFFSET_BITS=64 -D_GNU_SOURCE -DBFS_VERSION=\"1.3\"  -std=c99 -g -Wall -Wmissing-declarations -MD -MP -MF bfs  -Wl,--as-needed  bftw.o color.o diag.o dstring.o eval.o exec.o main.o mtab.o opt.o parse.o posix1e.o printf.o spawn.o stat.o typo.o util.o  -lacl -lcap -lrt  -o bfs
/usr/bin/ld: cannot find -lacl
/usr/bin/ld: cannot find -lcap
collect2: error: ld returned 1 exit status
make: *** [bfs] Error 1

> uname -srm
Linux 4.4.0-119-generic x86_64

bfs 1.3 now requires libacl and libcap on Linux.  What distribution are you running?  On Debian/Ubuntu, the relevant packages are acl-dev and libcap-dev.  On Arch, simply acl and libcap.  Probably similar elsewhere.

Oh, thanks for the hint. I've installed missing packages and bfs build was successful =)

For those who come across this (inc again as I do): apt install libacl1-dev

You can also find this documented in the "... you may need to install some dependencies" section of https://github.com/tavianator/bfs#installation :)

These dependencies are technically optional, though strongly recommended.
These dependencies are optional

I'd expect builds with default parameters to not fail because of optional deps =) This includes installs with Homebrew, which one don't typically customize. E.g. https://github.com/tavianator/homebrew-tap/issues/3


[Question] Why no-css?

I just wanted to know what is the goal of using no-CSS? Is it related to performance or anything?

Hi victorbnl! I wanted to create a minimal theme using the bare minimum CSS to make it look decent. The original idea, that is also the reason why the theme is called "no style, please!", was to create a theme that looked like a plain text document. However, using no CSS at all would have made it hard to read, so I added the least amount of CSS possible to improve readibility, while trying to keep it look like plain text.

Oh ok so it's not for the CSS itself but for the design. Thanks!


Option -relax- and un-insheet-able field names

Option relax specifies that the do-file ignore fields in the form that are not in the data; by default, it results in an error. However, it still results in an error for nonexistent fields with problematic (uninsheetable) field names, e.g., those whose Stata names are a duplicate with another field's. Currently option relax writes code to attach char metadata as follows:
local pos : list posof "field_name" in fields
local var : word `pos' of `all'
capture confirm variable `var', exact
if _rc ///
    local formnotdata `formnotdata' `var'
else {
    char commands...
}

Yet if  `pos' == 0, :word results in an error:
. local var : word `pos' of `all'
invalid syntax
r(198);

Thus, the code should look more like:
local pos : list posof "field_name" in fields
if !`pos' ///
    local found 0
else {
    local var : word `pos' of `all'
    capture confirm variable `var', exact
    local found = !_rc
}
if !`found' ///
    local formnotdata `formnotdata' `var'
else {
    char commands...
}

The following also works. It's slightly less clean, as it adds an extra capture, but it's fine as a way to facilitate an easier find/replace for those wanting an immediate fix.
local pos : list posof "field_name" in fields
capture local var : word `pos' of `all'
if !_rc ///
    capture confirm variable `var', exact
if _rc ///
    local formnotdata `formnotdata' `var'
else {
    char commands...
}

On a final note, we shouldn't add  `var' to  `formnotdata' but rather the field name.

I think we may simply remove option relax in a future version, as it makes the code more complex and adds maintenance costs, and it shouldn't be needed when the submission data is compatible with the ODK Briefcase format (see #46).


Issue #51: Updated header design and layout.

Changed header background color, transparency of background decor, added link to the admin panel, changed links color, changed default site name, for the header it's taking now from current site object (could be edited in the admin panel).

Nice!


Twitch link download doesn't work.

Twitch link download doesn't work.  Hope this is possible soon.

Duplicate of #83


Comment api feature

Create an API to collect comments and likes

Hi @collins-kiprotich ,
Your project is complete! shipit:
Congratulations! 🎉
Highlights
✔ Comment and like section is ready.
Optional suggestions
Every comment with the [OPTIONAL] prefix won't stop the approval of this PR. However, I strongly recommend you to take them into account as they can make your code better. Some of them were simply missed by the previous reviewer and addressing them will really improve your application.
Cheers and Happy coding!👏👏👏
Feel free to leave any questions or comments in the PR thread if something is not 100% clear.
Please, remember to tag me in your question so I can receive the notification.

As described in the Code reviews limits policy  you have a limited number of reviews per project (check the exact number in your Dashboard). If you think that the code review was not fair, you can request a second opinion using this form.