Netty 4.1 support

Vert.x provides a data source based on this project.
Vert.x 3.3 plans to switch to Netty 4.1 (in RC at the moment).
We would like to know if there are plans to move this driver to Netty 4.1 in the forthcoming months, as this impacts the support for async mysql/postgres based on this lib.

Yup, as soon as it's out we'll upgrade.

Great.

hi, Netty is currently in 4.1.0.CR7 release and should be final soon (this week or so).
do you plan to upgrade soon ?

Netty 4.1.0 has been released, do you mind a release soon if we provide a PR for Netty ugprade ?

@mauricio @Narigo  what do you think of that ?

Started the upgrade today, there are a bunch of deprecations and broken tests that have to be fixed first.

awesome

hi, any news about this ? Vert.x 3.3 is waiting for this migration to be done.

Still haven't had the time to fix it, any help is appreciated.

will see what I can do

i.e I've just old basic scala skills but I've done the vertx migration to Netty 4.1 :-)

are you available on IRC or some channel ?

so I'm able to have a version that compiles easily by adding:
def calculateNewCapacity(minNewCapacity: Int, maxCapacity: Int): Int = allocator.calculateNewCapacity(minNewCapacity, maxCapacity)

in LittleEndianByteBufAllocator
however it's not possible to remove the deprecations of the ByteBuf#order message as the advocated solution is to not change the endianness of a whole buffer and instead use operations that changes the endianness like getShortLE, etc... which would mean lot of changes in the driver.

can you tell me how to setup databases for running tests ?

@mauricio ping

You run this script: https://github.com/mauricio/postgresql-async/blob/master/script/prepare_build.sh

any idea when you can make a release ? Vert.x is current waiting for this.


Improve testing for Outputs

Refactor tests just a little bit.

Current coverage is 84.57%

Merging #438 into master will decrease coverage by -9.49% as of 0b9fa8c

Powered by Codecov. Updated on successful CI builds.


Docs: Improve Internet Header config doc

The text about where to order a config if you don't have one is unclear and could be a little more prominent (https://next.design-system.post.ch/iframe.html?viewMode=story&id=components-internet-header-getting-started--page#configuration).
New projects need to order a config from<EMAIL_ADDRESS>before they can implement the header. This information needs to be more prominent so it's clear from the start. Also include a more prominent call to action with a mailto: link.

Could be fixed with #1250


Improvement: Remove summary navigation item and route and default to /

I believe that this is done, in current 'main' branch. Closing. Re-open if I have somehow misunderstood the purpose of this issue.


Auto load contribution activities

Add auto-load-contibution-activities.js to features folder.
This file enables infinite scrolling of contribution activity on the user profile page.
Our group also noticed that there were 2 instances of:
if (pageDetect.isUserProfile()) {
in content.js:
one on line 268
and the other on 119.
We deleted the redundancy on line 119 adding that instance to the one on line 268.
Like this
We also ran tests (all passing) and linted the added feature.
resolves #861

Thanks for the PR @goodalls! However this should be more like the existing feature for the homepage, either a copy of it or, preferably, adjusting the existing feature to also run on profiles.
https://github.com/sindresorhus/refined-github/blob/master/source/features/auto-load-more-news.js

Closing as seemingly from school test rather than interest


Add test & rustdoc to lacpe-core

More documentation will be added in later PRs I think it's best to do this module by module instead of having one gigantic PR.

Codecov Report

Merging #1386 (6f93614) into master (cdc6abb) will increase coverage by 0.88%.
The diff coverage is 90.68%.

@@            Coverage Diff            @@
##           master   #1386      +/-   ##
=========================================
+ Coverage    5.31%   6.19%   +0.88%
=========================================
  Files         123     122       -1
  Lines       48583   48785     +202
=========================================
+ Hits         2580    3023     +443
+ Misses      46003   45762     -241

Impacted Files
Coverage Δ

lapce-core/src/cursor.rs
5.26% <0.00%> (+0.01%)
:arrow_up:

lapce-data/src/document.rs
0.00% <0.00%> (ø)

lapce-data/src/find.rs
0.00% <0.00%> (ø)

lapce-data/src/hover.rs
0.00% <0.00%> (ø)

lapce-ui/src/editor.rs
0.00% <0.00%> (ø)

lapce-ui/src/hover.rs
0.00% <0.00%> (ø)

lapce-core/src/editor.rs
28.40% <63.63%> (ø)

lapce-core/src/word.rs
91.92% <95.34%> (+53.42%)
:arrow_up:

lapce-core/src/selection.rs
88.02% <98.95%> (+44.23%)
:arrow_up:

lapce-ui/src/title.rs
0.00% <0.00%> (ø)

... and 10 more

:mega: We’re building smart automated test selection to slash your CI/CD build times. Learn more


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ID: 523ad25d-ef35-4653-4bb4-d01795828e4d
Version Independent ID: 25b26299-d3ca-45fa-54a1-923c0aca80d0
Content: Azure Sphere with Azure IoT Hub - sample application
Content Source: AzureSphere/articles/app-development/azure-iot-sample.md
Product: azure-sphere
GitHub Login: @pennyo
Microsoft Alias: azurespheredocs

Thank you for your feedback. We've fixed the problem.


Standardize arrow functions

Could you please add some rules to arrow functions so the code will be more consistent?
I suggest:
arrow-body-style set to as-needed
arrow-parens set to always
implicit-arrow-linebreak set to beside
Thank you.

I think this would be great as well, my own code is a total mix between (err) => ... and err => ..., sometimes even in the same project 😆
I'm okay with both, but I think that always having the parenthesis is easier...

Yes, it is. Using parens is make the code more consistent.

Looking at the current eco-system impact of enabling arrow-parens:
"arrow-parens": ["error", "always"]

# tests 271
# pass  246
# fail  25
# violations 696

"arrow-parens": ["error", "as-needed"]

# tests 271
# pass  244
# fail  27
# violations 616

Hmm, this one is very very close.
I'm looking at being able to fetch the full list of packages depending on standard directly from Npm, instead of using our manually sampled list. Perhaps that can shed some more light on it...

'arrow-body-style': ['error', 'as-needed', { requireReturnForObjectLiteral: false }]

Because I've been using the () => ({}) pattern for a long while and I am used to reading it. I like it that way.
'arrow-parens': 'always'. I used to prefer 'as-needed' but since writing so much strict TypeScript, it has been impossible to omit the parens. So yea. 'always'.
I could live with 'implicit-arrow-linebreak': ['error', 'beside']. I could not live with 'below'.

My vote also goes to 'arrow-parens': 'always'

I think 'implicit-arrow-linebreak': ['error', 'beside'] is important to add IMO. This fixes big standardization conflicts on my projects. When code uses the below linebrake style it essentially adds an extra level of indentation for every higher order function when compared with functions that use the below style.
(Standardizing on the below option instead would also normalize the indentation, but I am personally biased towards beside, and I get the sense that beside is more commonly used in projects.)
Can you confirm if this and any other options will be set for standard 15 since this was added to the milestone? 🙏♥

If the body-less arrow function is short enough to be a one-liner, it seems to me that it should be a one-liner:
const hasFoo = (o) => o.foo !== undefined

And there's no point in breaking like so:
const hasFoo = (o) =>
  o.foo !== undefined

But for a longer body-less arrow function, which we would break at least once, I would prefer below:
const isParticularState = (state) =>
  state.foo === 'something' &&
  state.bar !== NAZ &&
  state.baz &&
  state.n < 7

And I don't like how beside looks like in that case:
const isParticularState = (state) => state.foo === 'something' &&
  state.bar !== NAZ &&
  state.baz &&
  state.n < 7

What I just described does not seem to be supported by the rule. I imagine that contributing such support would be quite a simple contribution.

I agree. Note that you can still get close to you last example with beside using
const isParticularState = (state) => (
  state.foo === 'something' &&
  state.bar !== NAZ &&
  state.baz &&
  state.n < 7
)

@razor-x that might even be more clear... Would anyone else like to provide input?

i kind of like the shortest possible solution, requires fewer bytes/keystrokes 🙃
/** @param {number} ms */
const sleep = ms => new Promise(resolve => setTimeout(resolve, ms))

/** @param {number} ms */
const sleep = (ms) => new Promise((resolve) => setTimeout(resolve, ms)) // thinks this needs more reading...

arrow-body-style=as-needed 👍
arrow-parens 🙁 would it be possible to have something like "consistent" and just pick the one preferences that occur the most in a project? if there is 3 similar x = arg1 => fn(arg1) and only one x = (arg1) => fn(arg1) then use as-needed and always if it's the other way around?

b/c it's such a close draw between using it and not using arrow-parens then i think we should leave it as is

@jimmywarting I think this does the trick? Its what I would want:
"arrow-parens": ["error, "as-needed", { "requireForBlockBody": true }]


Added Star Us on Github Button

Issues Identification
Closes: #50
Description
Summary
This pull request adds a "Star us on GitHub" button in the header of the website to promote engagement and visibility of our GitHub repository. The button encourages users to star the repository, which fosters community support and helps raise awareness for the project.
Details

Added a button with a star emoji to link to the GitHub repository.
The button's design has a black and grey mixture color scheme with bold white text for improved visibility.
Placed the button in the top-right corner of the navigation bar to ensure easy access.

Types of Changes
Please check the boxes that apply

[ ] Bugfix (non-breaking change that fixes an issue)
[x] New feature (non-breaking change that adds functionality)
[ ] Breaking change (fix or feature that would cause existing functionality to not work as expected)
[ ] Documentation update (Documentation content changed)
[ ] Other (please describe):

Checklist
Please check the boxes that apply

[x] My code follows the style guidelines of this project
[x] I have performed a self-review of my own code
[x] I have commented my code, particularly in hard-to-understand areas
[x] I have made corresponding changes to the documentation
[x] My changes generate no new warnings
[x] My changes do not break the current system and pass all existing test cases
[ ] I have added tests that prove my fix is effective or that my feature works
[ ] New and existing unit tests pass locally with my changes

Screenshots
If applicable, please attach screenshots of the changes made to the user interface.

Additional Information
This feature will enhance the platform's connection with the open-source community, driving more attention and engagement to the GitHub project.

there are so many conflicts please fix the conflicts

please resolve the conflicts by today night or i am closing this pull request

as i did not get any answer closing this


My Profile

@jayk-gupta deployment has been failed after updating from master branch. Check the JSON file and commit after fixing it.


The lookahead transformation gets Nan values while tracking the path

Thanks for sharing such a useful pkg!
At specific lookahead distance ranges, I get the following error once the robot gets closer to finish the path
Ignoring transform for child_frame_id "lookahead" from authority "unknown_publisher" because of a nan value in the transform (nan nan 0.113934) (0.000000 0.000000 0.804591 0.593829)

I made a workaround but the robot doesn't follow exactly the last waypoints in the path as well as it did before without this workaround. Here's it at line 227:
if(std::isnan(lookahead_.transform.translation.x)){
        lookahead_.transform.translation.x = 0.01;
        lookahead_.transform.translation.y = 0.01;
        yt = 0.01;
      }

Do you have any idea about this and could you explain what would be the effect of that workaround?
Thanks and looking forward to your response!

Hi Mohamed, thank you for your interest in this package. Unfortunately, at this time I'm pressed with other projects and do not have the resources to continue maintaining this package, so I can not offer any quick help. A colleague of mine continued the development of the package (his changes have not been open-sourced so far), I'll ping him if he has any ideas.

Thanks, @dmiklic for your reply, and appreciate a lot your efforts!


VM Downloads - Storage account for 2017 VMs disabled

The storage account for the TFS 2017 virtual machines and labs referenced at the bottom of https://github.com/microsoft/azuredevopslabs/blob/master/labs/devopsserver/devopsvmdownload/readme.md is disabled. Attempting to navigate to the 2017 VM/Labs returns an error message:
<Error>
AccountIsDisabled
<Message>
The specified account is disabled. RequestId:e6d045cb-201e-0108-4c49-06dc99000000 Time:2020-03-30T04:10:11.7805109Z
</Message>
</Error>

The blob storage account seems to have been deprovisioned. The Azure blob storage account almvm2017 can no longer be resolved (e.g., https://almvm2017.blob.core.windows.net/vm2017/VisualStudio ALMVM 2017 Labs.zip)


Fix incorrect dict expansion in table header

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https://builds.apache.org/job/madlib-pr-build/534/

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This latest commit makes the following changes to use docs:

clarify cv for SVM and add user examples
clarify cv for elastic net and fix user examples
correct rmse calc in MLP

@rahiyer kindly review and correct and merge.
As for testing the CV output:  LGTM
SELECT * FROM abalone_svm_gaussian_regression_cv ORDER BY mean_score DESC;
 init_stepsize | lambda |   mean_score   | std_dev_score
---------------+--------+----------------+----------------
           1.0 |   0.01 | -4.06711568585 | 0.435966381366
           1.0 |    0.1 | -4.08068428345 |  0.44660797513
           1.0 |    0.5 | -4.52576046087 |  0.20597876382
          0.01 |   0.01 | -11.0231044189 | 0.739956548721
          0.01 |    0.1 | -11.0244799274 | 0.740029346709
          0.01 |    0.5 | -11.0305445077 | 0.740350338532
(6 rows)


Several independent SE inverters

Describe the feature
Several independent inverters without leader/follower configuration with individual internal IPs.
Additional context
I have a more than complex solar configuration besides having two SE inverters. I control my export/import with an external meter (SE doesnt read from it) so basically my SE meter is useless for data logging but it was still usefull to control the site limit power. My problem now is that I need to "break" the leader/follower connection between inverters and make them as they were both individual.
How could I keep using the integration with two different inverters? The integration always tries to find the second inverter as it was a follower inverter but I cant search for a second internal IP instead.
I hope I explained myself well
Thanks

Add the integration multiple times for each IP address.


Installing wav2vec docker container

Using:  docker build -t wav2vec2 -f wav2letter.Dockerfile .
Output:
Sending build context to Docker daemon 11.84 GB
Step 1/12 : FROM wav2letter/wav2letter:cpu-latest
cpu-latest: Pulling from wav2letter/wav2letter
5bed26d33875: Pull complete
f11b29a9c730: Pull complete
930bda195c84: Pull complete
78bf9a5ad49e: Pull complete
a3fe9eb161b7: Pull complete
1578aaade1c0: Pull complete
c1ff967ad7e2: Pull complete
37e8cb0535ee: Pull complete
875254d2e7d8: Pull complete
Digest: sha256:6f470c3c42f0688143af1f51bfecb70a49c285b16e69100fe702525a1e404353
Status: Downloaded newer image for wav2letter/wav2letter:cpu-latest
---> b6d696266985
Step 2/12 : ENV USE_CUDA 0
---> Running in e9331b3107a0
---> a349d881a17f
Removing intermediate container e9331b3107a0
Step 3/12 : ENV KENLM_ROOT_DIR /root/kenlm
---> Running in 5c915ca50364
---> 546458793b2c
Removing intermediate container 5c915ca50364
Step 4/12 : ENV LD_LIBRARY_PATH /opt/intel/compilers_and_libraries_2018.5.274/linux/mkl/lib/intel64:$LD_IBRARY_PATH
---> Running in 1ad70137c17e
---> ae8072ed934c
Removing intermediate container 1ad70137c17e
Step 5/12 : WORKDIR /root/wav2letter/bindings/python
---> dec7bc3d8620
Removing intermediate container 313cd7bd0873
Step 6/12 : RUN TMPDIR=/data/mydir/ pip install --upgrade pip && pip install --cache-dir=/data/vincents/ --build /data/mydir/ editdistance soundfile packaging && pip install -e .
---> Running in d4d0f1f80563
Collecting pip
Downloading pip-20.3.1-py2.py3-none-any.whl (1.5 MB)
Installing collected packages: pip
Attempting uninstall: pip
Found existing installation: pip 20.0.2
Uninstalling pip-20.0.2:
Successfully uninstalled pip-20.0.2
Successfully installed pip-20.3.1
DEPRECATION: The -b/--build/--build-dir/--build-directory option is deprecated and has no effect anymore. pip 21.1 will remove support for this functionality. A possible replacement is use the TMPDIR/TEMP/TMP environment variable, possibly combined with --no-clean. You can find discussion regarding this at https://github.com/pypa/pip/issues/8333.
Collecting editdistance
Downloading editdistance-0.5.3-cp36-cp36m-manylinux1_x86_64.whl (178 kB)
Collecting packaging
Downloading packaging-20.7-py2.py3-none-any.whl (35 kB)
Collecting soundfile
Downloading SoundFile-0.10.3.post1-py2.py3-none-any.whl (21 kB)
Collecting cffi>=1.0
Downloading cffi-1.14.4-cp36-cp36m-manylinux1_x86_64.whl (401 kB)
Collecting pycparser
Downloading pycparser-2.20-py2.py3-none-any.whl (112 kB)
Collecting pyparsing>=2.0.2
Downloading pyparsing-2.4.7-py2.py3-none-any.whl (67 kB)
Installing collected packages: pycparser, pyparsing, cffi, soundfile, packaging, editdistance
Successfully installed cffi-1.14.4 editdistance-0.5.3 packaging-20.7 pycparser-2.20 pyparsing-2.4.7 soundfile-0.10.3.post1
Obtaining file:///root/wav2letter/bindings/python
Installing collected packages: wav2letter
Running setup.py develop for wav2letter
Successfully installed wav2letter
---> 6edba40c0410
Removing intermediate container d4d0f1f80563
Step 7/12 : WORKDIR /root
---> 77f27bee642a
Removing intermediate container dcd5fd939215
Step 8/12 : RUN git clone https://github.com/pytorch/fairseq.git
---> Running in 2d1d35adbca4
Cloning into 'fairseq'...
---><PHONE_NUMBER>1f
Removing intermediate container 2d1d35adbca4
Step 9/12 : RUN mkdir data
---> Running in 923a562d1231
---> 0c46a042c611
Removing intermediate container 923a562d1231
Step 10/12 : COPY src/recognize.py /root/fairseq/examples/wav2vec/recognize.py
lstat src/recognize.py: no such file or directory

Anyone have some suggestions?
Thanks!

you have no src/recognize.py that should be copied inside the docker.
src/recognize.py - it is your own code, it is not a part of fairseq.
As I saw here there was a guy, who wrote this recognize.py
Check out the provided link to the issue, you'll find this recognize.py.


add ability to setq, and statically define the particle color

Implementation for #8.

(Uses an if statement for early-termination and return if the requisite setq exists).
(Note: And adds an additional, missing terminating parenthesis to power-mode--foreground-color-before-point to make it balanced)

Behavior look to be OK, from my testing.

Behavior in 4 cases:
1: No setq

uses foreground text color (the original/prior behavior)

2: Setq, valid color

Uses valid setq color

(setq power-mode-streak-particle-color "medium orchid")

3: setq, nil

Uses foreground text color (original behavior)

4: setq, invalid color

Undefined Color error, which makes sense

2 things:

I don't know if this should be customizable via customize-face instead of customize-variable as it currently stands.
Currently, the color is initialized to nil, but this is not a valid value, thus the the (mismatch) displayed (see the images). Per here, I guess colors don't have a nil, but they do have unspecified, but I can't get that to work.
Per that link, I tried initializing in the defcustom with:

default
'(:inherit default)
"unspecified"
'unspecified

Setting default to nil, breaks the drop down selector interface, if someone wants to change the color with customize-variable

But if you initialize it to a valid color, or setq a value later, the drop down interface works fine again.

Alright, I took a look at faces (defface). I believe the current PR, using a variable with nil deffcustom is better than a nil defface, because the customize-variable actually  shows a nil value, which the user can update, whereas defface will list no attributes (no foreground), so someone would go and add a foreground attribute, which is worse.
I can't figure out how to set a non-color default value, that leaves a blank foreground, and retains the customize Choose menu available.
a) nil (no foreground attribute, no Choose):
(defface power-mode-streak-particle-color
  '((t :foreground nil
       ))
  "Streak particle color. If nil it uses the foreground text color."
  :group 'power)

Also tried some default stuff, doesn't work.

b) init to valid color (foreground attribute, and Choose menu shows)
(defface power-mode-streak-particle-color
  '((t :foreground "medium orchid"
       ))
  "Streak particle color. If nil it uses the foreground text color."
  :group 'power)

Tried to see, referencing here, if I can then get rid of the foreground value after the fact, but it doesn't work. Foreground color is the same.
(face-remap-add-relative 'power-mode-streak-particle-color '(:inherit default))
(face-remap-add-relative 'font-lock-keyword-face `(:foreground ,(face-foreground 'default)))

Can use the foreground value, in an if statement with, and it would work the same as the variable form in the PR (nil foreground goes to else case):
  (if (face-foreground  'power-mode-streak-particle-color )
   (face-foreground  'power-mode-streak-particle-color )
   "else"
)

So yeah, I'm down with the current PR, where you stick the static color in a variable, deffcustom it, init it to nil, and then they can customize-variable by hand without a Choose menu (they'll figure it out) or they can setq it.

Thanks for the PR! I think that there's a way to specify color or nil as a type using a composite type. I think it's done with choice, like this:
(choice (const :tag "Foreground color" nil) color)

But I'm not 100% sure.

Thanks for the response, and for the pointer towards using composite types. The composite types do indeed seem to be the way forward here. Apologies for the delay on my end in terms of a response.

Composite-Type Behavior (looks good):
1) nil init:

So because a color cannot be set/init-ed to nil while also allowing the color picker to work, with the composite type, it can be init-ed to nil, andcustomize-variable will display the nil sub-type per the composite type's definition:

2) color selection:

And under the Choice dropdown, they can later select Color, and use the color picker to pick a color, and switch to begin using the color sub-type:

    🙋 However, let me know what you think about the label for the nil sub-type that is shown under customize-variable. 🙋 (click here to expand)

 Summary:
- I'm thinking of going with option 3, with a rename of Power Mode Streak Particle Color to Power Mode Streak Custom Particle Color:  see: https://github.com/elizagamedev/power-mode.el/compare/main...fxkrait:power-mode.el:setParticleColor

 Expositions:

 I listed the example you gave under the header 1, and added two more cases under 2, and 3. A lot of text lies below, it's as short as I can make it, with saying what I want to say. 🙀
 I'm thinking regardless, rename Power Mode Streak Particle Color to something indicating more that the variable is for a optional custom color such as Power Mode Streak Custom Particle Color to further clarify the existence of nil, in that it means no custom color has been set, and thus there is a default color being used by definition. Having the color set to nil, yet the particle colors appear per the foreground color, doesn't seem to be too correct per the previous variable name I put.

 I think 3 seems best (especially after variable rename per above). It's simple, fits, and builds off of the existing type description ("If nil it uses the foreground text color."), which I would probably also rename to "If nil the foreground text color is used". I think having a explicit choice called "nil" sort of makes sense per the type description, and per the context of the "Choice" dropdown. So you're "choosing" nil as the "choice", and what nil does is listed in the type description below.
 2 also seems alright, as like 3, it states clearly that you are still selecting the explicit choice of nil, and then it's followed by a further description of what effect that choice causes, if they don't want to read the type description to see what the effect of choosing nil does. But the label is slightly redundant, as compared to 3, if we assume people will read the type description.
 I don't like that for 1, it doesn't explicitly call out nil, which is listed in the type description, and the value that is being set. But I can see how 1 does make sense in a way, it's just abstracting out the nil part. This option does make more sense without the variable rename.

  (Note: A space is added to the end of tags so that the text fits correctly:  ")

 Example for: no space added, border very close to last letter: (:tag "Foreground color" nil

 1: :tag "Foreground color " nil (example given)

 2: :tag "nil: Use foreground text color " nil

 3:  No tag, just a nil: const nil

(defcustom power-mode-streak-particle-color
  nil
  "Streak particle color. If nil it uses the foreground text color."
  :type '(choice (const :tag "Foreground color" nil) color)
  :group 'power)

 nil init:

 Choice dropdown:

(defcustom power-mode-streak-particle-color
  nil
  "Streak particle color. If nil it uses the foreground text color."
  :type '(choice (const :tag "nil: Use foreground text color" nil) color)
  :group 'power)

 nil init:

 Choice dropdown:

(defcustom power-mode-streak-custom-particle-color
  nil
  "User-defined streak particle color. If nil the foreground text color is used."
  :type '(choice color (const nil))
  :group 'power)

 nil init:

 Choice dropdown:

This is ready for review:
Tested with
(use-package power-mode
  :ensure t
  :straight  (:host github :repo "elizagamedev/power-mode.el"  :fork (:host github :repo "fxkrait/power-mode.el" :branch "setParticleColor")))

And then a:
#+begin_src emacs-lisp :tangle yes
(power-mode)
(setq power-mode-streak-static-particle-color "turquoise")
#+end_src

And it works:

I removed the 2nd, additional, incorrectly added parenthesis I had put in from 47e0b5b, because I'm 99.99% sure there's a bug in elisp org-mode source blocks parenthesis highlighting.
With current main branch, it says a parenthesis is missing:

If you remove this balanced portion:
      (when (< 0 (current-column))
        (backward-char))

It then highlights things correctly, and doesn't tell you to incorrectly add an additional parenthesis.

In the .el I didn't see anything like the above, it's just in the org-source-blocks, which is what I was working in, it can have issues highlighting, thus why I incorrectly added an additional parenthesis in that prior commit.


environment pane

Hi,
as an Rstudio developer I really love my "environment pane":

It basically tracks al objects you generate when executing code. I love it so much that I want to build one for Obsidian/Execute-code, where it would track the variables in the environment as chunks are evaluated (if in notebook mode, obviously).
I think i can do this by modifying your "execution runtimes" pane and populating it with the outcome af a 2/3 line R script that aggregates the list of objects in memory, their class, and dimensions. Could you give me pointers as to where the code for the current panel that displays the runtimes lives? If this kind of modificaiton violates the license of your plugin then sorry forget I ever asked.
Best,
Michel

Hi,
I think that's a great idea!
The runtime environments are for python and js inherit ReplExecutor (in the PythonExecutor.ts and NodeJSExecutor.ts files respectively under src/executors/). The side panel is implemented in ExecutorManagerView.ts.
You can add you overview directly under the R instance in the side panel (You have to implement a new ReplExecutor for R). If you know how to execute R code in Read-Execute-Print-Loop (REPL) fashion, that you can pretty much take the python executor and adapt it for R.
Feel free to open up a pull request early and ping me if you need any help.

To be honest, I don't really use R and I also didn't implement the current implementation for the plugin.
You seem much more knowledgeable about R than me, so if you think there is a better or more common way to present objects, then feel free to implement it that way. Generally, I tried to make the plugin as simple and easy to use as possible so that it will be helpful to people learning to program or just taking quick notes.

So here is where I am at, I did some basic cleanup, which makes the plugin's R REPL behave far more like the original/official R GUI and RStudio. See the side by side screen capture I link to below
However to achieve this, I did have to introduce dependence on an R package, is that a problem? If so ill have to workaround it. the package will have many advantages,  it will also let me "catch" any plots (whether made with plot() or in another way) and I can save these all to tmp files, and eventually display them to the user.
Without too much modification I can also let users use R functions that output tables in markdown format directly. However, this would mean I need to circumvent the current "magic" code that finds R plots, and implement a handler for output that neither text nor plot (i.e. tables etc).
let me know if anything I did so far would be objectionable.
https://github.com/twibiral/obsidian-execute-code/assets/11858442/5928d5e7-c27e-4ea6-84c9-e9b1729e1275

Left is current behaviour, right is my dev fork...

Wow, your version looks much better! Sounds great to me, I think the dependency is totally fine, we should put a note about this in the readme.
Feel free to open a pull request and mark it as draft until it is ready, then I can take a look at it

Hi, I had let this languish a bit for the lack of responses, I hadn't quite got some of the pieces to work (especially the notebook like functionality where all chunks share a ingle workspace). Ill get back into it and let you know when its ready.

Hi, great to hear! The notebook functionality is already implemented for JavaScript and for Python, maybe this implementations can help?

@MichelNivard Just FYI, you may also consider using xfun::record(), which will save plots to files directly instead of recording them as display lists.

Hi @yihui  thanks, thats a great idea. I am comfortable with the R/RMarkdown/evaluate end of things (the packages are very well written thanks!) i am just severely out of my depth with js/ts. So while I can write a very basic slightly better R REPL in this obsidian plugin, I was stuck on getting it to work in notebook mode (where all chucks in one doc share a workspace) or getting the outputted plots to show.. If my day job allows me the time I might  give xfun::record() a spin, but it fundamentally comes down to me not being a ts developer at all. IT seems to me almost all changes needed could be  contained in: https://github.com/twibiral/obsidian-execute-code/blob/master/src/executors/RExecutor.ts
Anyway, smoother plot/output handling for R in this plugin all sounds like something you could probably get working in an afternoon, so if you're interested please! I feel Obsidian with just better RMarkdown like features would be ultimate literate programming endgame, dont even think you'd need an environment pane (it be neat though...). My last fork for reference: https://github.com/MichelNivard/obsidian-execute-code

FYI. deeply inspired by code executors I build an R only version of the plugin, that pulls in many many R specific features and comforts. It is very much in Beta and lives here, it'll never compete with the full code executor function set. Github: https://github.com/MichelNivard/Ridian
Feel free to lift any and all features you think generalise to code executor @twibiral
quick screen cap of what Ridian does:
https://github.com/user-attachments/assets/88413aec-9311-4216-a5da-91d781aa18b5

@MichelNivard wow that's amazing! I will link your plugin in our ReadMe, I think a lot of people using R will love the additional features.
Btw, is your plugin compatible with Execute Code (can they be installed at the same time)? If so, then I will add it to the list of compatible plugins too.


refactor(devnet): remove pallet-contracts remnants

Just removes a few pallet-contracts remnants from the devnet runtime.
Note: the second commit restores the name of the pallet in the runtime, which restores the Contracts UI within PJS. Whether it works is another story...

No longer applicable.


Suggest widget: Details view doesn't resize width to fit content

Testing #109394
The details view correctly resizes the height to fit more lines, but the width stays the same no matter the content.

I think it should resize up to the edge of the editor and add a scrollbar if needed.
Alternatively the width I set should persist across sessions so I can drag it to the edge once and never think about it again.

I have pushed quite some changes in this area and tomorrows insiders should be improved wrt details sizing. However, we aren't fans of resizing the width as that can be very nervous. Tho, you can resize the width and that's remembers

My core issue is that I want to be able to see all of the details without having to manually extend the width at the start of every session. If it remembers the width I set across multiple sessions then that issue will be fixed, but a fixed width box doesn't look very nice.
Other editors I've used (Powershell ISE and Visual Studio) have been changing the height and width dynamically so I don't see why we wouldn't want VS code to be able to do the same.


Add locale setting to AdManager

Documentation: https://developers.google.com/interactive-media-ads/docs/sdks/html5/dai/reference/js/UiSettings

Let me think about that a bit.
We have a language setting for the UI library (controls.getLocalization().changeLocale()), so for the UI build we can modify that logic a bit to set the language in the IMA as well.
I need to think on what's the best course for the non-UI build with ads.
It might be best to define a new centralized space to do it.
I'll get back to you on this :)

Alright! :)
Let move setting locale to the ad manager itself:
adManager.setLocale();
And store the locale in the adManager:
setLocale(locale) {
  this.locale_ = locale;
}

Then use it for both CS and SS objects.
CS:
google.ima.settings.setLocale(this.locale_);
SS:
const uiSettings = new google.ima.dai.api.UiSettings();
uiSettings.setLocale(this.locale_);
this.streamManager_ = new google.ima.dai.api.StreamManager(
        this.video_, this.adContainer_, uiSettings);

This will persist the setting for both CS and SS, and the UI build will call adManager.setLocale() automatically to pass the chosen UI language to the IMA (I will do that outside of this PR).

@ismena , makes sense, I've uploaded a commit with the new changes. Can you check?

Very cool. Running the tests now.

Merged! Thanks for contributing.


LANL2DZ

The LANL2DZ (electron + ecp) have been added and are pending validation

v0 has been added to the library and website


Github limit reached

I'm trying to install lodash using tsd but I get this error:
"[ERR!] GitHub API: GitHub rate limit reached.
To increase the limit use GitHub authentication.
See: https://github.com/DefinitelyTyped/tsd#tsdrc"

Did you look at https://github.com/DefinitelyTyped/tsd#tsdrc? You can specify the GitHub token to have a larger request rate (by default, you can only make 50 API requests per hour).

Yes, it worked. Thanks!


Distance Grab stops work after force grab to InteractorFacade from a code

Environment
Unity 2022.1.5
Tilia.Interactions.PointerInteractors.Unity - v2.1.16
Code example
// ...

[field: SerializeField]
private InteractorFacade RightHandInteractor { get; set; }
[field: SerializeField]
private InteractorFacade LeftHandInteractor { get; set; }

// ...

private void ReactOnItemWasSelected(int itemID)
{
  // ...
  if (DominantHandValue.Value == HandSide.RIGHT)
  {
    selectedItem.transform.position = RightHandInteractor.transform.position;
    RightHandInteractor.GrabIgnoreUngrab(selectedItem.gameObject); // Grab() produce the same behavior
  }
  else
  {
    selectedItem.transform.position = LeftHandInteractor.transform.position;
    LeftHandInteractor.GrabIgnoreUngrab(selectedItem.gameObject); // Grab() produce the same behavior
  }

  // ...
}

Steps to reproduce

Force grab a GameObject to an InteractorFacade with GrabIgnoreUngrab/Grab method from code.
Ungrab object (with common ungrab action).
Try distance grab object with Interactor you previously force grab to.

Expected behavior
After grabbing from code and ungrab can distance grab an object with any interactor.
Current behavior
After grabbing from code and ungrab can grab with distance grab/common grab only by another Interactor, Interactor to which object was grabbed from code - common grab work, distance grab doesn't work.
DistanceGrab -> Surface Data Collision Data Extractor invokes Failed() UnityEvent (img. 1) for that hand that cannot grab with distance grab.

The issue is the EnablePointer is staying disabled on ungrab so the pointer interactor is not enabling again. I need to look into why

Linked issue causing this issue (I think)
https://github.com/ExtendRealityLtd/Tilia.Interactions.Interactables.Unity/issues/128

Ok try this as a workaround
On your Interactor, select the Interactor->Internal->InteractionLogic->Interaction.Grabbing gameobject then in the GrabInteractorConfigurator untick the Touch Before Force Grab option
I think there's an issue with this, I don't see the purpose for the simulate touch anymore, but if you could try it and see if you notice any errors with it turned off.

Ok, will do

I've actually found the issue now, the Touch Before Force Grab is required as it makes sure the events fire in the correct order
touch before grab
The issue is, you get a simulated touch, then you get an actual touch, so the interactable thinks its being touched twice, so when you untouch, it thinks it is still touching.
I have a fix in the works for it.

PR with fix: https://github.com/ExtendRealityLtd/Tilia.Interactions.Interactables.Unity/pull/129


Using MongoDB instead of HBase

What
Now DouTok use HBase as a storage to save some data, such as message, video etc. For using row key of HBase to improve data loading, DouTok is using HBase.
Now we hope we can use MongoDB instead of HBase. Because:

HBase is a component which is not too easy to deploy
HBase have some problem on Mac 14 M1

MongoDB is more easy so we may select it.
Details

[ ] Create some interfaces as the abstract methods related with MongoDB.
[ ] Add implements using MongoDB.
[ ] Do not remove methods HBase, we can keep them and use config variable to select one when we running DouTok. We can use them to do some pressure testing and compare them.

我来做这个了

我来做这个了

好滴谢谢

@wmvm0 hi～have u got any trouble? maybe i cloud do you a favor.


The game doesn't open

Mod Version: v0.5.7
Game Version: v2.01
Launcher: Steam
Additional mods installed: No
Perspective: Host
Description
Hello. I did everything according to the instructions, but when the game starts, red text is displayed in the console, then the game seems to start, but the screen is black and everything crashes. What to do in such a situation?
How to reproduce

Being host/client.
On region '....'
Do  '....'
It works wrong / it wasn't working.

Expected behavior
If not obvious, what did you expect to happen?
Logs
Host side log
Paste crash between the triple backticks.

Log can be found in game directory "TheLongDark\MelonLoader\Logs", please make sure that you paste CORRECT LOG, every log named with date of session, so please paste log only from session where you exactly had a problem.

If you are the client of a session, please ask your friend host to send you a log file. (Even if only client(s) experienced the problem, a host log is required in any way).

Client side log
Paste crash between the triple backticks.

Log can be found in game directory "TheLongDark\MelonLoader\Logs", please make sure that you paste CORRECT LOG, every log named with date of session, so please paste log only from session where you exactly had a problem.

If you are the host of the session, please ask your friend(s) client(s) that experienced a problem, to send their logs to you.

I have the same issue:
[17:35:21.365] ------------------------------
[17:35:21.365] MelonLoader v0.5.7 Open-Beta
[17:35:21.365] OS: Windows 10
[17:35:21.365] Hash Code:<PHONE_NUMBER>1024954985654485098975250521005157544948501005510199495356
[17:35:21.365] ------------------------------
[17:35:21.366] Game Type: Il2Cpp
[17:35:21.366] Game Arch: x64
[17:35:21.366] ------------------------------
[17:35:21.366] Core::BasePath = E:\The Long Dark v2.05
[17:35:21.366] Game::BasePath = E:\The Long Dark v2.05
[17:35:21.366] Game::DataPath = E:\Steam\steamapps\common\The Long Dark\tld_Data
[17:35:21.366] Game::ApplicationPath = E:\Steam\steamapps\common\The Long Dark\tld.exe

[17:35:21.902] ------------------------------
[17:35:21.902] Game Name: TheLongDark
[17:35:21.903] Game Developer: Hinterland
[17:35:21.906] Unity Version: 2021.3.6f1
[17:35:21.906] Game Version: 2.05
[17:35:21.906] ------------------------------

[17:35:22.175] Preferences Loaded!
[17:35:22.181] [Il2CppUnityTls] Patching mono_unity_get_unitytls_interface...
[17:35:22.182] [Il2CppUnityTls] Patching il2cpp_unity_install_unitytls_interface...
[17:35:22.526] [Il2CppUnityTls] Calling Il2CppInstallUnityTlsInterface...

[17:35:22.555] Loading Plugins from 'E:\Steam\steamapps\common\The Long Dark\Plugins'...
[17:35:22.555] ------------------------------
[17:35:22.561] Melon Assembly loaded: '.\Plugins\KeyboardUtilities.dll'
[17:35:22.562] SHA256 Hash: 'c1652a5a877ac61c5d62af6b1d70ec0b173fff8315f064919788656c68972202'
[17:35:22.590] Melon Assembly loaded: '.\Plugins\SkyCoop.dll'
[17:35:22.591] SHA256 Hash: '633fb6129ca401791c4ad6bab6106a21b4d296ba39558234560c2171960c7af1'
[17:35:22.601] Melon Assembly loaded: '.\Plugins\Steamworks.NET.dll'
[17:35:22.601] SHA256 Hash: 'a61778cbce992f1d3ab48577d8c6c1c43778727b6127cdfa8b97eccc353ce6ab'
[17:35:22.635] [WARNING] Failed to load Melon 'KeyboardUtilities' from 'E:\Steam\steamapps\common\The Long Dark\Plugins': The given Melon is a Mod and cannot be loaded as a Plugin. Make sure it's in the right folder.
[17:35:22.692] [ERROR] Failed to load 1 Melon from SkyCoop.dll:
[17:35:22.693] [ERROR] Failed to load Melon 'SkyCoop.MyMod': Failed to create an instance of the Melon.
[17:35:22.697] [ERROR] System.TypeLoadException: Could not load type of field 'SkyCoop.MyMod:m_Panel_SelectRegion' (309) due to: Could not resolve type with token 0100007d (from typeref, class/assembly Panel_SelectRegion, Assembly-CSharp, Version=1.0.8284.19032, Culture=neutral, PublicKeyToken=null) assembly:Assembly-CSharp, Version=1.0.8284.19032, Culture=neutral, PublicKeyToken=null type:Panel_SelectRegion member:(null) signature:<none>

  at System.Reflection.MonoCMethod.InternalInvoke (System.Object obj, System.Object[] parameters) [0x00018] in <e1319b7195c343e79b385cd3aa43f5dc>:0

  at System.RuntimeType.CreateInstanceMono (System.Boolean nonPublic) [0x000a8] in <e1319b7195c343e79b385cd3aa43f5dc>:0

  at System.RuntimeType.CreateInstanceSlow (System.Boolean publicOnly, System.Boolean skipCheckThis, System.Boolean fillCache, System.Threading.StackCrawlMark& stackMark) [0x00009] in <e1319b7195c343e79b385cd3aa43f5dc>:0

  at System.RuntimeType.CreateInstanceDefaultCtor (System.Boolean publicOnly, System.Boolean skipCheckThis, System.Boolean fillCache, System.Threading.StackCrawlMark& stackMark) [0x00027] in <e1319b7195c343e79b385cd3aa43f5dc>:0

  at System.Activator.CreateInstance (System.Type type, System.Boolean nonPublic) [0x00020] in <e1319b7195c343e79b385cd3aa43f5dc>:0

  at System.RuntimeType.CreateInstanceImpl (System.Reflection.BindingFlags bindingAttr, System.Reflection.Binder binder, System.Object[] args, System.Globalization.CultureInfo culture, System.Object[] activationAttributes, System.Threading.StackCrawlMark& stackMark) [0x00213] in <e1319b7195c343e79b385cd3aa43f5dc>:0

  at System.Activator.CreateInstance (System.Type type, System.Reflection.BindingFlags bindingAttr, System.Reflection.Binder binder, System.Object[] args, System.Globalization.CultureInfo culture, System.Object[] activationAttributes) [0x00095] in <e1319b7195c343e79b385cd3aa43f5dc>:0

  at System.Activator.CreateInstance (System.Type type, System.Reflection.BindingFlags bindingAttr, System.Reflection.Binder binder, System.Object[] args, System.Globalization.CultureInfo culture) [0x00000] in <e1319b7195c343e79b385cd3aa43f5dc>:0

  at MelonLoader.MelonAssembly.LoadMelons () [0x000c4] in <6425afb6ac6a429aaf770255d2f7de57>:0

[17:35:22.698] ------------------------------
[17:35:22.699] 0 Plugins loaded.

[17:35:23.490] [MelonStartScreen] Initializing...
[17:35:23.525] [MelonStartScreen] Using Start Screen Theme: "Default"
[17:35:24.767] Loading Il2CppAssemblyGenerator...
[17:35:24.780] [Il2CppAssemblyGenerator] Contacting RemoteAPI...
[17:35:24.956] [Il2CppAssemblyGenerator] RemoteAPI.DumperVersion = null
[17:35:24.957] [Il2CppAssemblyGenerator] RemoteAPI.UnhollowerVersion = null
[17:35:24.957] [Il2CppAssemblyGenerator] RemoteAPI.ObfuscationRegex = null
[17:35:24.958] [Il2CppAssemblyGenerator] RemoteAPI.MappingURL = null
[17:35:24.959] [Il2CppAssemblyGenerator] RemoteAPI.MappingFileSHA512 = null
[17:35:24.960] [Il2CppAssemblyGenerator] Using Dumper Version: 2022.1.0-pre-release.8
[17:35:24.961] [Il2CppAssemblyGenerator] Using Il2CppAssemblyUnhollower Version = <IP_ADDRESS>
[17:35:24.961] [Il2CppAssemblyGenerator] Using Unity Dependencies Version = 2021.3.6
[17:35:24.962] [Il2CppAssemblyGenerator] Using Deobfuscation Regex = null
[17:35:24.963] [Il2CppAssemblyGenerator] Cpp2IL is up to date.
[17:35:24.964] [Il2CppAssemblyGenerator] Il2CppAssemblyUnhollower is up to date.
[17:35:24.965] [Il2CppAssemblyGenerator] UnityDependencies is up to date.
[17:35:24.965] [Il2CppAssemblyGenerator] Checking GameAssembly...
[17:35:25.782] [Il2CppAssemblyGenerator] Assembly is up to date. No Generation Needed.

[17:35:25.804] Loading Mods from 'E:\Steam\steamapps\common\The Long Dark\Mods'...
[17:35:25.805] ------------------------------

[17:35:25.835] ------------------------------
[17:35:25.835] KeyboardUtilities v1.3.0
[17:35:25.836] by Sinai, ds5678
[17:35:25.836] Assembly: KeyboardUtilities.dll
[17:35:25.837] ------------------------------
[17:35:25.837] ------------------------------
[17:35:25.837] 1 Mod loaded.

@refriedfood You using latest game version, but you suppose to downgrade game to 2.02 before install mod, downgrade game, and then use Sky Co-op  installer https://github.com/RED1cat/SkyCoopInstaller/releases/latest

@Fil-7 You did not provided any logs, recreate issue with using template

I did do that and I installed it correctly. This mod is bullshit and so is your github page--it's just a ploy to get people into your discord.

@refriedfood In general, after updating the game, almost all if not all mods were broken, we do not just recommend downgrading the version of the game. And from now on, turn on the brain if you have it, before you write something here


Fixes 0.7.2

Corrects fatal bug #38.

Coverage decreased (-0.04%) to 82.937% when pulling b3183994cb96880e708a826104423c8728a39fea on fixes-0.7.2 into 61a390d72387471f5abe45fe21746e27b6110bc1 on master.


[release-1.6] Fixes 24969. Fix eds endpoint selection for subsets with no or empty …

This is an automated cherry-pick of #25020

cc @robertpanzer We need your consent for this PR to be able to merge it into 1.6.

@googlebot I consent.


How To Uninstall The Package

Hi TheDevDojo Team.
So I was able to install the package as per read me for my Laravel 5.6.39 project.
Half way the project, I was asked to remove the "Forum" feat. So i followed these steps to un-install and remove the package. Not in any particular order ...

Remove/Delete the "devdojo/chatter=0.2.*" from composer.json
Remove/Delete vendor folder inside public
Remove/Delete config/chatter.php file
Remove/Delete the @yield('css') and @yield('js') from my master layout file
Removed/Deleted the Vendor folder for all Laravel dependencies
I run composer install anagin
Run composer dump-autoload

Now, Every time I navigate to any page in my App, I get the following error. Seems like there is a file I missed that is checking for DB connected tables
Please help

I usually check the tab that says "Application frames (1)" first.  Sometimes that will take you directly to the offending file.  Failing that, check php artisan route:list to see if there are any routes still looking for the deleted packages.  You maybe able to find out where the controller or whatever is that is messing you up.  In routes/web.php, look for something like 'DevDojoController@thisisjustanexample'.  Another thing about vendors, with Laravel, they sometimes circumvent the traditional Laravel directory structure, so do this: grep -r 'example_keyword' ../laravel_root
In this case, example_keyword would be some text containing information gleamed from above, and laravel_root would be the root directory of you laravel project.


cargo binstall not finding prebuilt cargo-codspeed

See https://github.com/PyO3/pyo3/actions/runs/6587347935/job/18801342354
The cargo-codspeed install is building from source.
It looks like the download URL is wrong:

WARN resolve: Error while checking fetcher invalid url: could not HEAD https://github.com/CodSpeedHQ/codspeed-rust/tree/main/crates/cargo-codspeed/releases/download/2.3.2/cargo-codspeed.tzst: error sending request for url (https://github.com/CodSpeedHQ/codspeed-rust/tree/main/crates/cargo-codspeed/releases/download/2.3.2/cargo-codspeed.tzst): connection error: connection reset

It now works on x86:
DEBUG resolve: extracted_files = ExtractedFiles(
    {
        "bin-cargo-codspeed-x86_64-unknown-linux-gnu-GhCrateMeta": File,
        ".": Dir(
            {
                "bin-cargo-codspeed-x86_64-unknown-linux-gnu-GhCrateMeta",
            },
        ),
    },
)
DEBUG Found a binary install source: github.com (x86_64-unknown-linux-gnu)


Coins enhancement

Description
Refactored a bit of CoinsComponent so that it does not take inventory anymore as it was not necessary
Added a label to show how many coins each animals give
Added sound effects for when player collects the coin
Also fixed player health bar bug: previously after taking damaged if the game was saved, upon loading, max health of player displayed on the healthbar was set to saved current health.
Closes #446
Fixes #448
Type of change
Please delete options that are not relevant.

[x] Bug fix (non-breaking change which fixes an issue)
[x] This change requires a documentation update

How Has This Been Tested?

[x] Manual Testing
[x] Junit Testing

Checklist:

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

The bug fix in the CombatStatsComponent looks good. Ensure that the changes are tested thoroughly to confirm they resolve the issue without introducing new ones. Nice work!

thanks! they have been tested


StackOverflowException with large number of Evaluate() invocations

I am trying to use RDotNet within a larger C# project.   The issue that I see is this:
On executing a fairly large number of REngine.evaluate() commands, RDotNet (or R?) almost always throws StackOverflowException.    (Of course, on windows, this kills the C# process.)
After some trial and error, I was able to reproduce this issue simply by repeatedly printing a line to a log file;  StackOverflowException gets thrown often before completing log of 25-50k lines.   The code snippet is below.   (Of course, in my regular code, I cache the engine instance and dispose it later when I am done.)
Would appreciate any suggestions/pointers..
Notes:

Environment: windows 7 Pro; .Net 4.6 (build target of 4.5); R 3.1.1; R.NET 1.6.5;
I was NOT able to reproduce this on a stand-alone project that has only RDotNet even after printing 5 million lines.
Occasionally, especially when I write fewer lines, the StackOverflowException gets thrown after the loop below completes and execution moves on to something else.  Does this point to any cleanup-related issues in R or R.Net?   Possibly related to #8?
I have also tried executing gc() every 100 invocations, for example. Still get the StackOverflowException.

[MethodImpl(MethodImplOptions.Synchronized)]
public void Initialize(){

   // get engine instance
   REngine.SetEnvironmentVariables();
   REngine engine = REngine.GetInstance();
   engine.Initialize();

   // open a log file
   var logFileInfo = new FileInfo("r.log");
   var rCmd = @"sink('" + logFileInfo.FullName.Replace("\\", "\\\\") + "')";
   engine.Evaluate(rCmd);

   // write lines to log file
   string newLine = @"""\n""";
   for (int i = 1; i <= 50000; i++)
   {
      engine.Evaluate(string.Format("cat(date(), \" Line # {0}\", {1})", i, newLine));
   }
}

The behavior does seem related to R_ReleaseObject api.   Stacktrace points to  SymbolicExpression.Unpreserve()  in R.Net
        public void Unpreserve()
        {
            if (!IsInvalid && IsProtected)
            {
                if (Engine.EnableLock)
                {
                    // ** throws exception in the next line**
                    lock (lockObject) { this.GetFunction<R_ReleaseObject>()(handle); ; }
                }
                else
                    this.GetFunction<R_ReleaseObject>()(handle);
                this.isProtected = false;
            }
        }

On Win 10/VS2015;.Net 4.5 target; R-3.2.1; R.Net 1.6.5 I have no issue. This is the harness I use ```
using System.IO;
using RDotNet;
namespace RDotNetTester
{
internal class Program
{
private static void Main()
{
// get engine instance
REngine.SetEnvironmentVariables();
REngine engine = REngine.GetInstance();
engine.Initialize();
		// open a log file
		var logFileInfo = new FileInfo("r.log");
		var rCmd = @"sink('" + logFileInfo.FullName.Replace("\\", "\\\\") + "')";
		engine.Evaluate(rCmd);

		// write lines to log file
		string newLine = @"""\n""";
		for (int i = 1; i <= 50000; i++)
		{
			engine.Evaluate(string.Format("cat(date(), \" Line # {0}\", {1})", i, newLine));
		}
	}
}

}

Ok, I see where you said you couldn't reproduce it in a standalone app. Could it be related to something you are doing with threading, ie: passing an R object to a different thread.  That MethImpl.Options.Synchronized is very legacy and very suspicious.

Threading issue is very unlikely.

The above code snippet pretty much mirrors what's in my project, in that all of that happens at startup/initialization time.  There are no multiple threads at all at this time.  The only difference in my actual code is that I cache the engine object for later use.   But that's not really relevant since the crash happens in the same method where I create the instance.  No R objects are passed around at this time  at all;  REngine instance is not even used by my real code at this point in the initialization.
I also removed the '[MethodImpl(MethodImplOptions.Synchronized)]' directive;  It still crashes after writing out a few thousand lines.

Ok, good to know. Does the call stack have any useful details? Have you tried the mingw debugger to see whats happening on the R side?

Unfortunately StackOverflowException is not user-catchable on Windows.  So, no, not any other details.   I presume, it is due to recursive search by R_ReleaseObject()?
I haven't tried debugging R.  Could you pl point me to resources on how I can connect to and debug R.dll when I run it via  R.Net?

That's somewhat inaccurate. You are correct that you can't get at a first chance exception with a try/ctach block, but you can catch StackOverflow's, but you have to use windbg to do it and not the calling process.
If you've never built R from scratch or run it through the mingw debugger, then its a bigger task than you might realized. Here's a link to the appropriate page in the R Administration manual. https://cran.r-project.org/doc/manuals/r-release/R-admin.html#Building-from-source
You might find the R internals manual useful also. Again, it gets complex quite quickly. Expect to spend some time on it.

Info on using windbg to diagnose a stackoverflow exception: http://blogs.msdn.com/b/spike/archive/2011/11/04/how-to-create-a-stackoverflowexception-and-how-to-figure-out-where-it-is-happening.aspx

Yeah, haven't built R from scratch.  Thanks for the links.

Hi,
is there any update regarding this issue? I have exactly the same issue while trying to load some packages including tm. It works fine on RStudio but on R.NET is giving me the StackOverflowException error.
Any help would be appreciated.
Thanks.

No, I couldn't figure out a fix for that issue at all.   In my case, the
requirements changed; so I didn't need to use it..
On Mon, May 15, 2017 at 12:57 PM, elgarza8587<EMAIL_ADDRESS>wrote:

Hi,
is there any update regarding this issue? I have exactly the same issue
while trying to load some packages including tm. It works fine on RStudio
but on R.NET is giving me the StackOverflowException error.
Any help would be appreciated.
Thanks.
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@jmp75 is there any chance of this getting fixed? We're experiencing the same problem now that we're using RDotNet in a larger project and it looks like we might have to start looking for other options instead

I think that looking into this issue is unlikely given the complexity of getting a debug environment configured and operational (compiled R, windbg, gdb on windows, etc...). We host the R engine with RDotNet in a distributed .net app (we offload processing to multiple instances) and have not run into this issue. My sense is that 'calling the same operation in a tight loop' isn't a good idea.
As a postmortem to what we've created in our shop, I wouldn't use RDotNet again. Hosting the engine in a .Net process is just incredibly problematic from a runtime and deployment perspective, not to mention the effort required to get distributed/multi-process hosting working. I just don't think that 'accessing R from .Net' is actually something desirable when you just want to pass in scripts and get the results/plots back out.

I agree with the sentiments.   I Dropped the use of RDotNet;  Ended up
switching to RServe as the connection to R from the primary .net process.
On Sat, Jun 17, 2017 at 6:31 AM, Ritch Melton<EMAIL_ADDRESS>wrote:

I think that looking into this issue is unlikely given the complexity of
getting a debug environment configured and operational (compiled R, windbg,
gdb on windows, etc...). We host the R engine with RDotNet in a distributed
.net app (we offload processing to multiple instances) and have not run
into this issue. My sense is that 'calling the same operation in a tight
loop' isn't a good idea.
As a postmortem to what we've created in our shop, I wouldn't use RDotNet
again. Hosting the engine in a .Net process is just incredibly problematic
from a runtime and deployment perspective, not to mention the effort
required to get distributed/multi-process hosting working. I just don't
think that 'accessing R from .Net' is actually something desirable when you
just want to pass in scripts and get the results/plots back out.
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@drprabhu How well does RServe  work for you? I do think that a rserve compatible .net port would be useful for M$ shops that can't quite justify the cost of the (formerly) RevolutionAnalytics stuff M$ is embedding in SqlServer.

@drprabhu In your particular example you do not dispose the result of Evaluate, which directly leads to the problem described in #8. Cannot reproduce SO exception on my side. Unpreserve is called from ReleaseHandle on object clean-up and your second comment indicates that SO happens on R side, likely when too many objects have been accumulated. Probably a better design would be to make Evaluate() return void and dispose the result internally when it is not needed, and add an overload with out SExp to explicitly keep the result, given that in C# 7.0 out parameters have become very convenient.
There was a similar bug in RStan: https://github.com/stan-dev/rstan/issues/76

RServe has been quite stable.   Also,there is more flexibility in terms of
scalability with multiple servers etc.
On Sat, Jun 17, 2017 at 2:57 PM, Ritch Melton<EMAIL_ADDRESS>wrote:

@drprabhu https://github.com/drprabhu How well does RServe work for
you? I do think that a rserve compatible .net port would be useful for M$
shops that can't quite justify the cost of the (formerly)
RevolutionAnalytics stuff M$ is embedding in SqlServer.
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@Victor, That sounds quite plausible.  I didn't pursue the issue any
further though - our requirements kinda changed; so, ended up switching to
RServe instead.
On Sat, Jun 17, 2017 at 3:59 PM, Victor Baybekov<EMAIL_ADDRESS>wrote:

@drprabhu https://github.com/drprabhu In your particular example you do
not dispose the result of Evaluate, which directly leads to the problem
described in #8 https://github.com/jmp75/rdotnet/issues/8. Cannot
reproduce SO exception on my side. Unpreserve is called from ReleaseHandle
on object clean-up and your second comment indicates that SO happens on R
side, likely when too many objects have been accumulated. Probably a better
design would be to make Evaluate() return void and dispose the result
internally when it is not needed, and add an overload with out SExp to
explicitly keep the result, given that in C# 7.0 out parameters have
become very convenient.
There was a similar bug in RStan: stan-dev/rstan#76
https://github.com/stan-dev/rstan/issues/76
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Similar issue with simple repro code using Keras: #90


Added support for additional stopwords

The current implementation only allows for a set of predefined stopwords to be used. In some cases, domain specific stopwords might be useful, and even though users could remove them prior to calling textrank, given that common stopwords for the language are being removed internally, for the sake of consistency i added a new parameter additional_stopwords.
With this parameter you receive a list of tokens that are added to the stoplist. Therefore, the graph construction should be (a little) less memory intensive.

@CrossNox Accidentally merged your branch into my master and now this appears as merged. Can you create this PR again? Thank you!


Adaptive dialog id is getting appended by 2

Use this query to search for the most popular feature requests.
Is your feature request related to a problem? Please describe.
i am using adaptive dialog from this https://botbuilder.myget.org/feed/botbuilder-v4-dotnet-daily/package/nuget/Microsoft.Bot.Builder.Dialogs.Adaptive
I am storing My adaptive dialog in memory and trying to get it from there
MemoryCache.TryGetValue(key, out adaptivedialog)
My adaptive dialog has couple of child adaptive dialog.
i am setting the dialog.id=ebfb4af4-2c8e-4b7b-ac29-b35f7875b11d34
on next request when retrieve it from memory dialog id become
ebfb4af4-2c8e-4b7b-ac29-b35f7875b11d342 on next call ebfb4af4-2c8e-4b7b-ac29-b35f7875b11d3422
and it keep on appending 2
one of the dialog id is
ebfb4af4-2c8e-4b7b-ac29-b35f7875b11d3422222222
Describe the solution you'd like
A clear and concise description of what you want to happen.
earlier i was using the old build from august and it was working fine.
but i am facing this issue with new build.
Describe alternatives you've considered
A clear and concise description of any alternative solutions or features you've considered.
Additional context
Going Foward from where i should take the adaptive dialog packages from

Future
https://botbuilder.myget.org/feed/botbuilder-v4-dotnet-daily/package/nuget/Microsoft.Bot.Builder.Dialogs.Adaptive
these builds were last updated on 10th october.
or

4.6 Preview2
https://botbuilder.myget.org/feed/botbuilder-v4-dotnet-daily/package/nuget/Microsoft.Bot.Builder.Dialogs.Adaptive
[enhancement]

Hello @som-nitjsr thanks for the ticket. We'll take a look at this soon as we're getting to release new bits.
@cleemullins can you provide the correct location for on-going preview bits for Adaptive Dialogs in myget?

@som-nitjsr - can you please try to pull the latest adaptive packages from here and https://botbuilder.myget.org/gallery/botbuilder-v4-dotnet-daily and confirm if you continue to see the repro?
@Stevenic @tomlm

I tried package from
https://botbuilder.myget.org/gallery/botbuilder-v4-dotnet-daily
But i am still getting the same issue

Hi @som-nitjsr. This issue has not yet been addressed so you would not see it in the nightly packages yet.

Hi @som-nitjsr. This issue has not yet been addressed so you would not see it in the nightly packages yet.

This is a valid issue and i don't need to provide any more info right?

I talked with tom, this needs to be fixed, but we've run out of runway for 4.6.  moved it to R7

Hi @sgellock  will Adaptive dialog  be part of 4.6 release ? i don't see 4.6 package in dialy build.
https://botbuilder.myget.org/feed/botbuilder-v4-dotnet-daily/package/nuget/Microsoft.Bot.Builder.Dialogs.Adaptive

@tomlm we've had some support issues raised as a result of this issue.  So it will be good for us to ensure this is fixed in the R7 release train.

The only time that a number is postfixed to the id is if the same dialog with the same id is added to the same dialog (either by adding it to the dialogset via .Add(dialog) or if it is references added physically in two places in the same action sequence.

Thanks @tomlm . In my i am creating the dialog only and adding it in memory and i am getting this 2 append when reading it from memory itself. I have check your other points also . and i am not assigning the same id to two dialog.

can you share the code for your dialog creation and the place you consume it?

Hi @tomlm  thanks i was able to solve one of my issue. i am just trying to test one time. and will let you know.

@som-nitjsr any update?

Presume you are unblocked. please comment here if otherwise and i will reactivate.


CFITSIO error 202

I have tried to use the gtobssim tool and this is the result:

FITSIO status = 202: keyword not found in header
Caught St13runtime_error at the top level: FitsImage::read_fits_image: CFITSIO error 202

I have installed the new version of fermitools yesterday

Please try the instructions on the following link
https://github.com/jaulbric/fermimodel

I have tried to use the gtobssim tool and this is the result:

FITSIO status = 202: keyword not found in header
Caught St13runtime_error at the top level: FitsImage::read_fits_image: CFITSIO error 202

I have installed the new version of fermitools yesterday

did you find the problem? I have the same issue running gtlike


Has this been abandoned? For me on v5.3 it doesn't work

Has this been abandoned? For me on v5.3 it doesn't work
I rolled back my Ubuntu 21.10 system to include 5.3 and luarocks from the Ubuntu archives.
But it does not install via Luarocks, provideing the lua_resume error that others have reported for 5.4
It does build using the git clone and the Makefile, but none of the tests run.
In fact there's no info on how to run the tests!
I've no idea what the first line in test.lua is trying to achieve
ie. Line 107, local testpath = arg[0]:sub(1, arg[0]:find('[^%/\]+$') - 1):gsub('[/\]$', '')
but if I code round it, tests are coded for lgi.so, whereas lgi/corelgilua51.so has been built
And the Makefile in tests creates libregress.so but I don't know what for.
I assume it's me got it wrong
Can you help?

It doesn't support Lua 5.4 well, but it works fine with 5.3 and below. I have seen some bug report in AwesomeWM (which uses LGI) which were somehow built with Lua 5.4, but I am really not sure how they did it to the point they were capable of running AwesomeWM on Lua 5.4.
As for your install, I suspect something is messing up your Lua environment. Some frameworks or apps, like Lua Torch, are known to causes this type of problem. Can you reproduce the problem from a Docker container?

Thanks for your update.
I've installed a brand new Ubuntu Mate 21.10, and installed the packages from their repositories.
IE Luarocks, which requires lua 5.1
Trying to build shows a lack of gobject-introspection-1.0
Installing
gobject-introspection//impish,now 1.68.0-1build2 amd64 [installed]
Still doesn't build
root@u2110a:~# luarocks install lgi
Installing https://luarocks.org/lgi-0.9.2-1.src.rock
make -C lgi
make[1]: Entering directory '/tmp/luarocks_lgi-0.9.2-1-ilkXgq/lgi/lgi'
pkg-config --exists 'gobject-introspection-1.0 >= 0.10.8' --print-errors
Package gobject-introspection-1.0 was not found in the pkg-config search path.
Perhaps you should add the directory containing `gobject-introspection-1.0.pc'
to the PKG_CONFIG_PATH environment variable
No package 'gobject-introspection-1.0' found
make[1]: *** [Makefile:53: .depcheck] Error 1
make[1]: Leaving directory '/tmp/luarocks_lgi-0.9.2-1-ilkXgq/lgi/lgi'
make: *** [Makefile:16: all] Error 2
Error: Build error: Failed building.
So clearly Ubuntu has moved on, without lgi keeping up

Did you do sudo apt build-dev lua-lgi?

sudo apt build-dep lua-lgi
I hadn't
Thank you luarocks now installs lgi, using 5.1
With a bit of effort, I now have lgi-git building using 5.1
but the tests sort of run
there is a lot of
gireg   :  1:type_boolean                       FAIL
             /usr/local/share/lua/5.1/lgi/namespace.lua:158: Typelib file for namespace 'Regress' (any version) not found

Please can you tell me what I do with libregress.so and how I should run the tests
Thanks

How are you running the tests? The "right way" is make check. This builds some regression-testing library from gobject-introspection-1.0 called Regress. This library is then used to test some corner cases in the FFI.
Personally, I patch lgi/Makefile to add lua5.3 to GINAME and change -llua to -llua5.3 in LUA_LIB. Same for tests/Makefile, where I additionally change LUA = lua to lua5.3. With these changes, things "just" work on my Debian Testing system.

Closing as "reporter vanished".


feat(addOpenShiftSupport) allow adding OCP routes

Add support for generating OCP routes to expose API gateway with
standard OCP routes.
What this PR does / why we need it:
This feature adds the possibility to generate OpenShift routes, to expose API gateway or Kong manager.
Which issue this PR fixes
(optional, in fixes #<issue number>(, fixes #<issue_number>, ...) format, will close that issue when PR gets merged)

fixes #

Special notes for your reviewer:
Checklist
[Place an '[x]' (no spaces) in all applicable fields. Please remove unrelated fields.]

[x] PR is based off the current tip of the main branch.
[x] Changes are documented under the "Unreleased" header in CHANGELOG.md
[x] New or modified sections of values.yaml are documented in the README.md
[x] Commits follow the Kong commit message guidelines

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

We don't intend to add OpenShift Routes to the chart to limit the number of configuration decisions needed and number of templates we need to maintain, since OpenShift supports Ingress also, including support for Ingress annotations that implement some of their features via auto-generated Routes.
Future work on our end will focus on supporting SIG-Network's Gateway APIs, an upcoming standard that addresses similar concerns.
That aside, it should be possible to largely handle this through an umbrella chart that includes your templates: the new templates are largely independent of existing ones, so you'd be able to change the inputs to use kong.<values path> via a subchart and continue to use helper functions (kong.fullname and such normally). The one exception are the hint variable (KONG_ADMIN_API_URI and such), which you'd need to set manually--you can add those to kong.env to override anything we set automatically, though unfortunately there's no way to template those to always match the generated Route with this approach.
Did you have any questions regarding that approach?

Thank's for your answer. You're right, OpenShift supports Ingress and I could use the implicit route creation. But in this case I will need an Ingress defintion for cluster and clustertelemetry resources as well.
Is it possible to add the following code snippet in the templates service-kong-cluster-telemetry.yaml and service-kong-cluster.yaml?
{{ if .Values.<SVC>.ingress.enabled }}
---
{{ include "kong.ingress" $serviceConfig }}
{{- end -}}

Then I will also get two OpenShift routes for that. So I can communicate between CP and DP, which are located in two different clusters.
If this would be fine for you as well, I could change this pull request. Otherwise I will use the umbrella chart as you proposed.
Support of the new Gateway-API would be a great way I think. This might be a very nice feature (I'm looking foreward to that).
Thank's for your ideas!

Will be closed as #583 has been implemented and merged.


Introduce a simple Screenshot Test, and make sure it runs on CircleCI

📲 What
Hi @Arkariang!
As per my promise from yesterday. In this PR, I intentionally haven't done the full integration with Screenshotbot, I only wrote your first screenshot test, and added code to run your instrumentation tests on CircleCI. I wanted to make sure we can run these tests properly, then I'll come back and do the final step of integrating with Screenshotbot (which would be the easy part).
So quick summary of what's going on here, because there's a bit. It looks like you already had an old instrumentation test, but as far as I could tell it wasn't been actively run for a while. So I brought it up to speed, made sure I could run it properly locally. After that I added a basic screenshot tests. (I picked a layout where it seemed like you modified it lately)
Now, I wanted to make sure you can run this test on CircleCI. So I used my own CircleCI instance to modify .circleci/config.yml. I've set it up to run the tests with Firebase Test Lab. This is where I'm really going to need your help: you do have to do some minor set up on your end (or may be it's already set up? In which case the builds on this PR should just pass). Basically we'll need to create a service key with your gcloud account and set up some CircleCI environment variables. If you have access to the Google Cloud account, I'm happy to do something like AnyDesk and do that work for you.
At this point we don't run the verify step of screenshot tests (this is because the default screenshot test plugin doesn't work with Firebase Test Lab out of the box, but I'll be able to do that once I bring in Screenshotbot). I did record the screenshot though, which is attached to this PR!
Your build time might go up a bit, but there's room for optimization. Currently we're building both :app:externalRelease and :app:regressionDebug. In theory, you should be able to get away with building only one of them, but that's for another day.
Link to my passing CircleCI build: https://app.circleci.com/pipelines/github/tdrhq/android-oss/23/workflows/c8a8ca7c-bf42-49a3-bcc4-5994df0f7975 (I think it should be public)
cc @justinswart, @singhhari
🤔 Why
Some background context on why the change is needed.
🛠 How
More in-depth discussion of the change or implementation.
👀 See
Trello, screenshots, external resources?

Before 🐛
After 🦋

📋 QA
Instructions for anyone to be able to QA this work.
Story 📖
[Name of Trello Story](Trello link)

This looks amazing! 😻   We do not have yet I'm afraid the CI environment ready, let me speak with the infrastructure team and I'll be back to you as soon as I can!
Thank you so much @tdrhq !

This looks amazing! 😻   We do not have yet I'm afraid the CI environment ready, let me speak with the infrastructure team and I'll be back to you as soon as I can!
Thank you so much @tdrhq !

We will retake this conversation once we have some Screenshoot tests in place, thanks for your help!

@Arkariang No worries, let me know when you're ready to start using Screenshot tests, I'd love to help out at that time.


Art: Main character soul seeds

Derived from issue https://github.com/webaverse/app/issues/1401#issuecomment-890045223, these are advanced technology vessels for AI souls that are captured in a non-human thing. They can be likened to a Navi from LOZ or Siri / Cortana / Echo in terms of artificial assistants. Can think of it like a USB x Drone technology in 20 years.

Note: I like how the left image is like a 0x shape.
Similar to how Navi sometimes disappears into Link and reappears later, these seeds have a sleep function  / can idle as a wearable, such as being perched on avatar like parrot on a pirate's shoulder.
Ideas for the perched state:
hairclip / brooch / pin / patch
shoulder perched
watch / wristband
hat / scouter / headphones
Need to make 1 for each character, and from that we can figure out the right traits / properties for derivatives.

Name pending in terms of soul seeds.

Personally love this one, reminds me of a solarpunk 8ball droid

This is how I imagine the droid to look, with wings (0x), like Navi

Various designs

These are digieggs: https://digimon.fandom.com/wiki/Digi-Egg_(Armor)

Example of a perched soul attached to the avatar as a wearable. Don't need fan blades.

Do these need a concept pass? And if so, what's the priority level? I see that the souls are backburnered so I just wanted to check.

We actually have a few people trying their art already, it is not backburnered.
But for the teaser we only need one of these for the main characters: https://github.com/webaverse/app/issues/1407

We still need a bunch of procedurally generated seeds -- it is not clear if we will start from 2D art or 3D art, it's whichever resonates best.
Some more concepts could be cool, but this is more a project for someone to take on the larger project of generating these variations, rather than concepting a couple.

Makes sense, I'll leave this one be for now then!

Idea for when soul seeds germinate in darker areas of the great filters

https://artsammich.blogspot.com/2015/02/re-post-of-infinity-incredibles.html
https://blenderartists.org/t/omnidroid-rigging-animation-practice/466563

new body shells from dreamco

With faces

Inspiration for the next piece inspired by https://www.artstation.com/artwork/81mWw

Wings from

places we can various traits (diff ears, legs, wings, arms, faces, etc)

ears

cat, bear, dog, horns, antenna

face

diff eyes / emoji including stop, loading, time

wings / body texture

different metals, leafs, fairy wings, angel

I'm not sure where these cross over, but I have done an ortho pass on the Morphers, which seem to also be the soul seeds? Going to crosslink here just in case it's relevant; I know the pass I did was for procgen.
https://github.com/webaverse/app/issues/1407#issuecomment-899983276

New shells by Dreamco

Closing issue https://github.com/webaverse/app/issues/1407 in favor of this one
V1

V2

Latest animation test of the wings
https://user-images.githubusercontent.com/32600939/129979120-dee11659-0882-4769-96db-67680c2b0eb5.mp4
To-do:

[ ] UV faces
[ ] Test swapping shells (get from dreamco)
[ ] Slight bobbing float animation

This will provide enough for a MVP

base colors added

https://user-images.githubusercontent.com/5592454/130133606-0fba0c70-8f18-445e-993c-929b47dbca34.mp4

https://user-images.githubusercontent.com/5592454/130134832-80e50642-1ff1-4872-ab51-8eb7458ead9d.mp4

Modular components 3D modeled by Dreamco

Putting this here for posterity: https://github.com/webaverse/inspo/tree/main/items - the Morpher Pureref is in this tree

Updating with notes from recent meeting regarding next concept pass:

3-4 control points for generative iterations: 1. wings, 2. core, 3. organic element, 4. texture/glow/materials/etc...
Leaning more heavily into organic/solarpunk elements
Middle of organic and tech, maybe a little magitech
Possible to animate simply
Smaller or different core-to-wing ratio (Could even potentially be a control point as well)

Sheets needed:

Wing/core ratio iterations
Silhouettes
Rough sketches/linework/detail iteration
Need to brainstorm the organic element control point

Having a few other ideas as I work on silhouettes for this: for more control pointe, the relationships between the objects could also be a variable. For example, here is a simple shell with wings (navi style, just for demonstration purposes), in different relation to each other in space. In my opinion, it is enough of a difference to feel like a different iteration.

If there was a value or set of values that were generated per iteration for things like wing distance from core, scaling on x, y, or z axis, rotation, or core size, it would give an extra layer of generative goodness with virtually no cost. Provided the values were within a range so they didn't break the mesh, they would mean that even two iterations that share all or most components would look distinct from each other. In a weird way, it would also allow for "twins" to be generated, which could increase the collectability of such a rare occurrence - two generations that share all components but have slightly different relation values.

Using placement as a control point makes sense to me.

Putting this here; these are in no way final - just keeping everything together. Pushed and pulled some shapes and proportion to see what I could get away with, especially how we can get away from the 'navi' design. These are silhouette tests for the ratio of wings to core, with some super early shape ideas thrown in. Since we're taking it from the top, may as well start from total scratch.

Have also already started on a silhouette pass, getting more specific with some of the internal shapes especially. I'm overdoing the iterations in hopes that there will be multiple good designs that will come from it which can then become components.

Update on modular set for morphers, DreamCo is working on the UV layouts of the model next

Here are the other variants, pretty much ready to connect together if we want to start testing.

Files have been uploaded to the drive.

here is a test with dream's assets on the armature

Been fiddling with some ideas more, I think I've found a pretty solid wing-to-body ratio and ideas and now I'm running through some iterations to try to nail down the general style/look.
Pulling from the discussion yesterday, these are much more organic, less humanoid, and lean much harder into the solarpunk/magitech vibes.
Many of these also have glass showing their internals, which could also be an easily added control point - if there was a set of 'elements' like a bit of flame, blob of Silk, flower, smoke, etc... that were generated inside, similar to what Via did with Scilly's sword. Could even have Lisk bits in them - whatever fits the script better.

I plan to do more of these, but wanted to get feedback first before I continue sinking time into it. Are these in the direction you had in mind?
The control points I am designing around currently are:

Wing type
Core type
Internal element
Spacing/proportions of the previous 3 points

Texta made some quick models of these designs

Via had an awesome suggestion yesterday for having audio reactive emissive to represent the morpher when it communicates.

UVs / materials done, these are ready to be setup inside blender

I cut up the UVmap into 4x4 until spiral eyes are redone (see TTGL for inspiration), I can provide UVmap for the one to be tweaked.

Was playing with the materials to get a sense of how different textures with these + the faces might look. Here are some samples I made in a relatively short time.

One more sheet of these, pushing the different elements you guys liked a bit farther to see where it 'breaks'. Also messed with using some overpainted neural stuff in these which worked really well!
There's a ton of flexibility in this format, I don't think it will be any problem to have a very wide pool within each component.

Started on the face redesigns too for the swirly eyes, won't take long and will push them through tomorrow.
What other assets/concepts/iterations are needed on my end for the newer versions of the morphers / seeds? Plan to be working on the hero image thumbnails tomorrow, but can get other stuff needed for this done fairly easily, too.

https://user-images.githubusercontent.com/5592454/130709859-c0e2e2b4-e62a-407e-910a-5b12af7f9b53.mp4

Updated texture from Galad added to the wings. Test glb uploaded to drive (testy-mc-anim2.glb).
https://user-images.githubusercontent.com/32600939/131204978-55ff0f8e-ca02-4786-90b2-1b0a657b3569.mp4
The filesize is good (2.3mb), but I think the polygon count can be much more reduced still (at ~25k atm)

All of the models have been organized into collections in a blend file

@plankatron had to manually fix a bunch of vertex group issues:

top most vert group not doing automatic weights well, needed to auto assign
had to delete many extra vertex groups (automatic weights adds group for every bone)
had to make sure vertex groups matched up, needed to manually move stuff around to fit right

Overall things work, the blend file is mostly ready to export sets from all the pieces DreamCo made. Here's a test (.glb uploaded to drive):

I recorded a few videos with @plankatron on various aspects of the blend file to sync with devs on how it all works and what can be changed. Personally I think the wings need to be tweaked or perhaps added on later as an upgrade. This can be done non-destructively and I recorded a video as to how one can make variations. These droids look pretty good on their own while bobbing in the air even without wings.

We didn’t make it with this in time so closing the issue for now.

The original morpher is still fine and usable for trailer purposes.


Add initial version of dark mode support

This commit uses the key STRAPI_THEME  from localStorage to determine the users interface mode colors, if this doesn't exist it falls back onto browser settings

@kgrosvenor - It's cool, I read it and I liked it, but there is one problem:

Description of the media file - remains unchanged

Yeah i see, thanks @melishev . i will check this out next time im free 👍
So specifically the table arrows need styling and also the media captions need looking at

Yeah i see, thanks @melishev . i will check this out next time im free 👍
So specifically the table arrows need styling and also the media captions need looking at

did you check it?

@kgrosvenor how could i help you?

Hey @melishev , taking a look at the issues now and setting up the dev environment, @SalahAdDin what would you suggest?

@melishev , @SalahAdDin  Media captions and table column buttons have been taken care of, kindly review and test 💯


[size] Tunes stuff should be optional, not required

Someone should be able to not use the very expensive and memory heavy Tunes stuff if they don't want to or if they need the space for a more ambitious program.  It probably should not be compiled and linked by default if someone does not use the functionality.

Can we setup something to hook into the compiler settings?

Resolved by:
https://github.com/Arduboy/Arduboy/issues/102


Ubuntu 20.04 GPU Image Rewrite, master branch (2024.05.19.)

This is a fairly big design change that I'm proposing here. I'd like to switch to having all of the "GPU images" be based on the "vanilla image", just putting the GPU SDKs on top of that base, vanilla image.
There are a number of reasons behind all of this.

I want to start using Intel's "official" oneAPI binaries in our SYCL tests, instead of hand-built versions. This will allow us to side-step https://github.com/oneapi-src/oneDPL/issues/1060 for now, and make it possible to forge ahead with https://github.com/acts-project/traccc/pull/442 finally. (The oneAPI installation comes with an FPGA simulator and a CPU SYCL device out of the box. Which will allow us to link directly against oneDPL in traccc_sycl.)
The updated ROCm images should also help with the work that @StewMH has been doing recently, to bring ROCm/HIP support into traccc.

Note that I only went with a "single layer" of image inheritance in the end. So, the CUDA+oneAPI and ROCm+oneAPI images are built on top of the same "vanilla" Ubuntu 20.04 base image that the "non-hybrid" images are also built on top of. This is for 2 reasons:

Whenever adding changes to the Ubuntu 20.04 image, we'll already have to deploy the updated images in 2 steps. (Since we'll need to tag the new base image before we could build and tag the new derived images.) Didn't want to make it into a 3 step process.
This allows us to use a newer version of ROCm, CUDA or oneAPI on their own, than in the "combined images". This is absolutely needed, already with the current ROCm+oneAPI image.

Also note that I went with oneAPI 2024.1 as the oneAPI version in all the images. It is not actually functional with the current traccc main branch just yet. But with https://github.com/acts-project/traccc/pull/591 and https://github.com/acts-project/detray/pull/734 having gone in already, by the time that we get a new tag of this repository, we'll be able to use these images. :wink:
Finally: Note that I didn't add the Codeplay plugins to the "combined images". But this doesn't actually prevent us from testing the build of SYCL code with an NVIDIA or AMD backend. It just means that we can't (currently) runtime test the binaries using these images. :frowning: I intend to figure out later on how to install these plugins, but for this first PR it didn't seem absolutely necessary. (Unfortunately the download of the pre-built Codeplay binaries cannot be automated at the moment.)
Also pinging @beomki-yeo and @stephenswat for info.

Is it intentional that these images don't have any of the dependencies like G4 anymore?
Can you check the total size of these images?

Is it intentional that these images don't have any of the dependencies like G4 anymore?

They all are built currently on top of ghcr.io/acts-project/ubuntu2004:v43. ROOT, G4, etc. all come from that. I should've been clearer by what I meant by "vanilla" image. 😉

Can you check the total size of these images?

I'll do that in not too long, once I reboot into Linux again. 😛 The CI error because of running out of disk space is indeed worrisome. 😦 Even if the "new" images are not meant to be smaller / larger than the existing ones. 🤔

Makes sense
These can easily balloon in size. The GitHub runners max out at 20 or so GB

So, yeah, I should've checked the size of rocm-hip-sdk6.1.1 more carefully. :frowning:
...
 => exporting to image                                                                                51.5s
 => => exporting layers                                                                                51.5s
 => => writing image sha256:667b73eed29ece4ceed6fb60816bc9a70f6c71ba708467cb89f3e4dc7874549f                                 0.0s
 => => naming to docker.io/library/ubuntu2004_rocm:test                                                                      0.0s
[bash][Legolas]:machines > docker images
REPOSITORY        TAG       IMAGE ID       CREATED         SIZE
ubuntu2004_rocm   test      667b73eed29e   2 minutes ago   25.3GB
[bash][Legolas]:machines >

This is of course bananas... Let me see what to do. Either giving up on using this very latest version, or (probably) being more selective in what I would install into the image. :thinking:

I now switched to installing rocm-hip-runtime-dev instead of rocm-hip-sdk. This seems to be enough for what we need from these images, and spares us the installation of AMD's blas, fft, etc. libraries. Which really grew huge in the latest versions as it seems...

I should add: With this setup, the full (uncompressed) size of ubuntu2004_rocm_oneapi is ~10 GB. From this ROCm/HIP and oneAPI are both 2-3 GBs each.
Not brilliant, but I don't think we can easily make it smaller. :thinking: