Outputcache still checks cache even if a route is configured as not to cache

Hi,
Noticed this yesterday,
The outputcachefilter doesn't check the route configs to see if a route is ignored during the RequestIsCacheable method (it does check the IgnoredUrls field from settings in this method), this means that it will get as far as looking for an item in cache. Once it comes to server the item it does check the configs in the ResponseIsCacheable method, realises its disabled in the config (cacheduration set to 0) and never serves the cache item.
This means if your using an external cache provider like redis you can end up doing a request to redis for no reason as far as i can tell?

Hm, that's interesting... can you try to do a PR or give some code flow details?

Not gonna have time this sprint for a pr (unless i find an hour over the weekend), but might be able to get it on the next one ... anyway flow as follows
Configure some routes to be disables, eg ....

Stick a break point in https://github.com/OrchardCMS/Orchard/blob/1.9.2/src/Orchard.Web/Modules/Orchard.OutputCache/Filters/OutputCacheFilter.cs line 83.
You'll see it sails past
            if (!RequestIsCacheable(filterContext))                 return;
and eventually hits
 var cacheItem = GetCacheItem(_cacheKey); (line 112) - this will go and look for the item in your cacheprovider (so in the case of redis, do a request to redis)
Eventually in the ResultExecuted it then checks ResponseIsCacheable realises its not because of the config and doesn't serve it from cache.
Imo we should probably check the config in RequestIsCacheable

Interesting, I wonder if you need to set the route as not-cacheable somewhere else - for example, in the ignored URLs text area box?

well it correctly checks the ignoredurls text box in RequestIsCacheable but imo it should also be doing the route checks (as those routes can be dynamic, these are the routes it pulls from your Routes.cs file).

 if (!RequestIsCacheable(filterContext) || !ResponseIsCacheable(filterContext)))

?

basically, if the response isn't cacheable or the request isn't cacheable, don't even try - because if the response isn't cacheable then the request would never return a cached item?

summoning the cache king @DanielStolt

I dunno cos ResponseIsCachable already does some other things that are irrelavent at that point, but you could be right - it's either that or moving the route config check to RequestIsCacheable i think :)

This makes sense to me - it should be optimized such that the route check is done in RequestIsCacheable(). I'll target this at dev and assign myself - feel free to submit a PR if you feel up to it and I'll review and bring it in.


Toast position not calculated properly when scroll offset

For some reason this started happening, I hadn't noticed before I updated to latest. Whenever I am on a tableview or scrollview and have scrolled down any amount of offset, when I show a toast it gets calculated as if the scroll offset were 0, so it appears way above, most of the time off-screen.  To get around this I have to start defining my toasts as self.navigationController?.view.makeToast("some"). This is an ugly workaround and I'm afraid it won't work as a generic solution to my global notifications solution. Can something be done to fix this?

Toast can be presented inside any view in the hierarchy. It is completely agnostic to the superview and it has always worked that way. If you present it in a UIScrollView or one of it's subclasses (like UITableView or UICollectionView) it's going to scroll when the content scrolls just like any other view added to a scroll view. If you don't want your toast to scroll, don't present it in a scroll view. That's your responsibility, not the library's.
FWIW, I've always disliked how the stock UITableViewController is configured by default such that self.view === self.tableView. There are many valid reasons when you want content to appear on top of a scroll view without scrolling. For this reason, I create my own TableViewController subclasses in my personal projects that add a UITableView instance as a subview of self.view. Same for UICollectionViewController. With this setup, presenting in self.view would work as you would like. You should decide what's right for you project.


Installing compiled packages loose their package directory

I have started that project we discussed a long time ago, of building an openSUSE site-packages all compiled with Nuitka
https://build.opensuse.org/project/show/home:jayvdb:Nuitka
I have hacked at rpm macros to get packages mostly building without modifications to the .spec files, but one aspect is going to require some very ugly macro modifications, and maybe it can be handled inside Nuitka, either with a special flag, or even just a patch that I apply.
When installing packaging built with Nuitka, the result is packaging.so and packaging.pyi.
It would be really helpful for RPM packaging if that was packaging/__init__.so and packaging/__init__.pyi , so that the expected directory still exists and it is only the files under that path which are modified.
I have no idea how difficult that might be.
OTOH, six should still be six.so and six.pyi` in the top level.
(It would be even more wonderful if it could be six.pyd, as it would then match the .specs with .../name.py*, but I suspect that wont work on Linux.  Changing the spec to .specs with .../name.* is feasible, especially as only a small subset of packages do not use directories.)

Another good reason to be doing this is that packages with extra data files still need to have a directory, so it is a bit confusing to have a foo.so and foo/

A good heuristic to add as a 'quick fix' might be that if the package has any uncompiled assets that need to be distributed into a directory, or there is already a directory from existing installed packages, the .so and .pyi should be in that same directory.
That doesnt solve the more complicated cases like zope (https://github.com/Nuitka/Nuitka/issues/524), but it will reduce the size of this problem.

https://github.com/Nuitka/Nuitka/issues/522#issuecomment-535890361 covers a related case of cryptography_vectors, where I needed to copy the data to directory beside the built .so , which introduces potential conflicts for any two packages which have package data in a folder of the same name.

There is actually a package that requires an __init__.so to be created, and Nuitka cannot do it, actually outright refuses to. I am putting this to duplicate, and will come up with the package name in question later.


ITE: drivers/i2c: Print the error messages when I2C transfers fail

Print the error messages about the state of the host register when the I2C transfers fail. This is useful for debugging.
Signed-off-by: Tim Lin<EMAIL_ADDRESS>

printk's here should be LOG_DBG's

LOG_ERR seems more appropriate in this case.

printk's here should be LOG_DBG's

LOG_ERR seems more appropriate in this case.

Done.


Sprites on each part of compound Body

Hi there.
Thanks for a fantastic engine.
I have hit a problem in my game development.
I am trying to make a compound spaceship made up of various parts.
var CenterX = game.width/2;
var CenterY = game.height/2;
var WingLeft = Bodies.fromVertices(CenterX-50,CenterY,[{ "x":0, "y":0 }, { "x":0, "y":100 }, { "x":100, "y":100 }, { "x":100, "y":0 }]);
var WingRight = Bodies.fromVertices(CenterX+50,CenterY,[{ "x":0, "y":0 }, { "x":0, "y":100 }, { "x":100, "y":100 }, { "x":100, "y":0 }]});
var Hull....
var Fins....
etc
var Player = Body.create({parts: [WingLeft], WingRight],......});
World.add(engine.world,[Player]);
That was all fine.
Then I started adding sprite textures to the parts.. e.g.
var WingRight = Bodies.fromVertices(CenterX+50,CenterY,[{ "x":0, "y":0 }, { "x":0, "y":100 }, { "x":100, "y":100 }, { "x":100, "y":0 }], {
render: {
sprite: {
texture: 'assets/wingR.png'
}
}
});
I can see the textures, but now when my ship crashes into a wall body the ship breaks apart as though the parts are not compound. I have tried making my sprites smaller than the size of the body.
Am I doing something wrong, or does matter not support sprites on parts.
Is there any way around this ?
Also when i want the ship to explode is there a way to make a compound Body break apart ?
Cheers for any help you can give

What do you mean by the ship breaks apart? Compound bodies should not destruct on collision with anything, so could you explain further?
One thing to know is that changing the parts of compound bodies after creation is not supported by default, as there would be a number of steps involved, so I'd suggest creating a new body to replace it if that's what you need to do.

Hey - Nice to hear from a matter God!... Thanks for great engine.
I have since started using phaser 3 with matter and I have managed to achieve that by using separate matter sprite objects with matter bodies, and moving and rotating each part individually, so the main ship looks like one object.
When the ship is destroyed, each part of the ship is given a random velocity in a random direction so it appears to break up..
My biggest current issue is that i am struggling to limit the matter update rate on a 144Hz monitor.
Don't suppose you know of a way ?
Thanks again. Are you still developing Matter - Its brilliant?

I think I have solved my 144Hz problem by setting autoUpdate to false and manually indexing the Matter engine.
https://phaser.discourse.group/t/question-about-matter-js-and-its-update-loop/4824/9

@mturneruk, can you post some info which might help others?  I have my own series of "kinda-newbie" questions about Sprite objects as well. Further info about your resolutions may help.. (?)

@mturneruk, can you post some info which might help others?  I have my own series of "kinda-newbie" questions about Sprite objects as well. Further info about your resolutions may help.. (?)


Update reactivations-report.md

seems [Reactivations Report] was updates as ![Reactivations Report] and due to "!", the link was not rendering. Fixing the bug.

@Frenemee2020 : Thanks for your contribution! The author(s) have been notified to review your proposed change.

The fix looks good; thanks.


Code Release Time

Hi, thanks for the great work. Can we know the code and the checkpoint release time?

Thanks for your interest. We just released the evaluation code and checkpoints.


scalatest-js: prop.Checkers missing

as per title, scalacheck has experimental scala-js support, so it should be possible to port it, I think?
@cheeseng

I tried to uncomment Checkers.scala and I've added scalacheck to the deps, but it isn't picking it up (scalacheck isn't a member of package org etc..). Any other place I should copy that in?

@yawnt we have some tests written using scalacheck but had problem running them with scalacheck.js, as far as I remember it is still due to java class usage in scalacheck, perhaps scalacheck needs further work to support scala-js correctly, and that was the reason we tried nyaya.  Anyway, I'll try to see if Checkers can be supported correclty.

I got it to compile by merging https://github.com/rickynils/scalacheck/pull/163 and removing Commands.scala (it was giving me linking errors, which is weird because since Commands.scala doesn't appear to be used in scalatest, scala-js should just remove the code, maybe I did something wrong)
After that I hand compiled your 0.6.3-SNAPSHOT branch and it seems to be working, but so far I've only ported akka tests that extend Checkers, not use any of scalacheck's API

That's sounds like a good sign, hopefully CheckersSpec (under org.scalatest.prop) would pass, (CheckersSpec probably need to be rewritten to FunSpec, as reflection-based Spec won't work).

@yawnt as for the dependency problem, did you try to use %%%  ?

yeah, you can't use the triple % because you're in a .scala file, not in a build.sbt (iirc)

@yawnt that's weird, if i remember correctly i used triple % in .scala file when trying to run our tests written with scalacheck, just curious what error did you get if you use triple % ?  :)

just found this issue. We've used scalacheck on sjs extensively with no problems, perhaps it's just the master version that you are using that was refactored. But the sjs support should be 100% on scalacheck.

By "we", i refer to banana-rdf that uses a mix of zcheck and scalatest (for the jvm only parts). zCheck is/was only a temporary solution so b-rdf might be a good candidate to try out scalatest-js by porting the zchecks back to scalatest.
see last line in https://github.com/w3c/banana-rdf/pull/248#issuecomment-103134256 for reference.
Other projects that I'm also working on for sjs support that may be of interest for RC testing are typelevel discipline and more interestingly, spire and then cats. I seem to recall @bvenners chatting on the cats gitter about scalatest on sjs, although I can't recall the details.

@InTheNow interesting, sorry the only thing I can recall is that I was not using 0.6.3, it was probably 0.6.2 or 0.6.1, perhaps I shall give it a try again with the latest 0.6.3.  :)
Thanks a lot for your details explanation!

also see https://github.com/rickynils/scalacheck/issues/157#issuecomment-103988407 - new version imminent :)
Thanks for sjs port work, btw :+1:

ShouldCheckers is missing too

@yawnt I can't seems to find any ShouldCheckers in 3.0.0 source, but prop.Checkers should be in 3.0.0-SNAP5 already.

yeah, i switched to Checkers, must be old code I was porting, we can close this since Checkers is available, I suppose?
Thanks again for your awesome work


6229 add additional details

reuse Market-properties component to not-show or show 'Additional Details' to give user ability show/hide details in the reporting-report component. Wasn't able to keep it totally self contained based on current Mock layouts.
https://app.clubhouse.io/augur/story/6229/reporting-form-add-market-card-and-additional-details

@bthaile The mockups looks like the text is constrained horizontally to be inline with the market preview content. See:

@sharkcrayon Do we want a css animation of some kind when toggling?

Looks good!


Incompatability with Flat Bedrock

Bedrock ores don’t generate anywhere when using Flat Bedrock, which makes the bedrock layer flat, resulting in a single layer of bedrock at Y: −64.
I don’t know why bedrock ores aren’t generating with Flat Bedrock. The bedrock ores generated normally when I removed Flat Bedrock and created a new world.
I love this mod quite a lot, but I also despise the messy vanilla layer of bedrock, and so do many other people considering the popularity of flat-bedrock mods. Is it possible that compat with Flat Bedrock could be added? If so, that would be more than wonderful!
Versions

Minecraft: 1.18.2
Forge: 40.1.80 (latest for 1.18.2)
Dadobug1111’s Bedrock Ores: 1.4.3-forge (latest for 1.18.2)

that should not happen. I will look into fixing it!

Thank you! Hopefully you will find a solition.

Thank you! Hopefully you will find a solution.

My modpack is pretty close to being able to be tested, although one issue that stands in the way is this incompatability, so I hope you’ll be able to fix it soon. It would be much appreciated!

one temporary solution would be to add a datapack that generates the ores.

I have found the issue. The "find a higher bedrock to start on" bit of code was starting too high. After going down 5 blocks, It would be just above the bedrock. I have lowered this, and have confirmed it to work.

Thank you for the Flat Bedrock fix and Powah! compatability. You rock! Or shall I say, you bedrock. (Sorry.)

puns are always allowed, and even encouraged, here!


?no-extract suffix confusion

Coming up on some luck with my attempts to port Java to kiss I've encountered a very mundane problem.
So in order for me to compile Java I need to download some packages that are meant to be used during the build process.
Now I need to not have this files extracted but at the same time I need them to not have the suffix because they aren't recognised if they have it.
@dilyn-corner Help

You can just move them in the build script :) See how rust does it

Tried this and what I get is mv: can't rename sh *.tar.xz?no-extract': No such file or directory

Never-mind, my lack of sleep was impairing my judgement I couldn't see the xz for some reason.

Happens to the best of us. Let me know if you need any help getting java to work! Would love to see this succeed.

I could use some help
Please take a look here https://github.com/mmatongo/kiss-lang/tree/openjdk7-jre/testing/java/openjdk7-jre


Add support for displaying emotes using the terminal graphics protocol

This PR adds support for displaying emote as discussed in #265.
I don't really know windows' equivalent of ~/.cache so I left a todo!() in the cache_path function.
I also managed to hit a few panics during my testing but they also seem to appear on your main branch so I left them as is.

Panics are probably due to window size, they'll be fixed with the other currently open PR.

Perhaps the cache on windows can be stored in LOCALAPPDATA's path? Or was it APPDATA? Haven't used windows to program in a long time lol

Looks like windows build is aliven't, hecin windows

Yeah, seems like it's because of the dependency on sixel-rs of pic, which I don't use anyway. I might put it behind a feature flag to make it build.
Another option would be to integrate the code I use from pic directly into this repo, as it's only a few functions, and I modified almost all of them from the base repo to suit my needs.

Perhaps the cache on windows can be stored in LOCALAPPDATA's path? Or was it APPDATA? Haven't used windows to program in a long time lol

I can make it a subdirectory of the config dir, like APPDATA/twt/cache. I never really used windows so I don't really know.

Yeah, seems like it's because of the dependency on sixel-rs of pic, which I don't use anyway. I might put it behind a feature flag to make it build. Another option would be to integrate the code I use from pic directly into this repo, as it's only a few functions, and I modified almost all of them from the base repo to suit my needs.

Putting it behind a feature flag would probably be a good idea, along with integration of your code from pic.

Perhaps the cache on windows can be stored in LOCALAPPDATA's path? Or was it APPDATA? Haven't used windows to program in a long time lol

I can make it a subdirectory of the config dir, like APPDATA/twt/cache. I never really used windows so I don't really know.

That'll probably do fine for now.

PR #313 was merged, so panics when window is too small should be solved now. If there are any other panics, please let me know.

PR #313 was merged, so panics when window is too small should be solved now. If there are any other panics, please let me know.

Okay I rebased my branch on top of your main. Didn't have any panics yet.
I integrated most of the modified code from pic into src/utils/kitty.rs.
I also added support for gifs. I still need to look into making animated webp/avif work.

Very nice.

Running now

I've been using this for a few days and I noticed a few issues.
The first one is that spaces are trimmed when wrapping messages (mgeisler/textwrap#503). For now I keep a copy of the message and keep trimming it with the message part that's in the current span, to then get it's length. It's probably not optimal but I didn't really find a way to reliably get the number of characters trimmed, so that I can work with numbers instead of cloning strings.
I also replace the emote name when parsing with 'a' * emote_width, then replace that again after wrapping with spaces. This would probably not be needed too if spaces were not trimmed.
Another issue is that the image rust crate panics sometimes when decoding webp images/animations (image-rs/image#1856).  Webp support is needed to enable 7tv emotes. But I can remove them until this is fixed.
I now download the emotes in another thread, as it was making the app start quite slow.
I rebased onto main, and squashed my commits.

Fixed clippy errors.

I shall begin my own testing of this within the next few days.

I pushed an update to now scale the emote automatically to the terminal row height.
I also had to move some code from draw_ui() into another function as clippy was complaining about the function being too complex.

Although I am yet to begin testing of this implementation of emotes, the code itself seems to be in good order.

It works very well.

I've checked and even if I remove the env check on tmux + kitty, tmux doesn't respond to the check at https://github.com/Nogesma/twitch-tui/blob/09a282cdaa876a17dbd791b0f114aeebafe1c0ec/src/emotes/kitty.rs#L69 to see if the terminal supports the graphics protocol, and doesn't respond either to the query for the terminal size in pixels at https://github.com/Nogesma/twitch-tui/blob/09a282cdaa876a17dbd791b0f114aeebafe1c0ec/src/emotes/kitty.rs#L46 (which cause an infinite loop). Kitty icat feature seems to work throught tmux, but only on kitty, and seems broken on other terminals which support the graphics protocol.
I could maybe make it work but it would require an TIOCGWINSZ ioctl syscall to get the terminal size in pixel, which would introduce unsafe code.
I have a last bug I need to fix. After a lot of emotes are loaded, if we resize the terminal it will take a long time to reload all emotes, and sometimes will crash. I'll try to find a way to either tell  ratatui to not clear the images, or maybe reload the images in another thread.

Okay so I pushed an update which should fix the long freeze when resizing the window. I now only reload the emotes when needed.
I also switched to using the crossterm queues to send the graphics protocol commands, so it shouldn't flush the stdout buffer every command, it'll probably increase performance a bit.
Once this gets merge, I will probably make a PR to add this repo to the list of programs that support the graphics protocol on kitty's website.

Seems like I need to add some fallback function for versions of windows before 10. I don't think kitty is even supported on windows, and wezterm only supports windows 10 or later. I might just put a panic!() macro inside thoses functions if that's okay with you?

Yep, alright with me.

I didn't realize switching channels was a feature of twt. Switching channels should work with emotes now.

Okay I think everything should be done now, let me know if I've missed anything.

Just checked emotes support from this branch, I have foot terminal emulator
cargo r --release
Running `target/release/twt`
The application panicked (crashed).
Message:  called `Result::unwrap()` on an `Err` value:
   0: Configuration error.
   1: This terminal does not support the graphics protocol, please use a terminal such as Kitty or Wezterm, or disable emotes.

Location:
   src/handlers/config.rs:315

Maybe check terminal support by env vars and skip this feature for unsupported terminals?
For example:
// Check if the terminal is Kitty or not
fn check_kitty_support() -> bool {
    if let Ok(term) = std::env::var("TERM") {
        term.contains("kitty")
    } else {
        false
    }
}

I'm doing exactly that here. Do you mean just disabling emotes silently if the terminal doesn't support it?

I'm doing exactly that here. Do you mean just disabling emotes silently if the terminal doesn't support it?

Sorry I didn't notice this. Something like this, maybe return some kind of soft error(log the error and work or quit). Panic is the last thing users want to see) Just a suggestion, I know env vars maybe just been wrong.

Sorry for noticing this only now, but I believe that more documentation describing how to set emotes up should be added to https://github.com/Xithrius/twitch-tui/blob/main/book/src/guide/configuration.md.

Thank you so much for the PR! I'll get a release going soon.


和别的组件有冲突

Please use English when reporting issues, and provide a description with more information, otherwise I won't be able to help.


support for Magisk 25

Any support for Magisk 25 ,I can't install it in New ver of magisk

yes please
same problem here
Device info(please complete the following information):
Device: s4 mini ve
OS: aosp android 11 magisk 25

Additional context

Try Fox's Magisk it's works for me

Any support for Magisk 25 ,I can't install it in New ver of magisk

Working fine


Create extensible SimObject that is capable of loading meshes

As part of a longer term refactor, look into making a SimObject subclass that is capable of loading a custom mesh from a glTF file. Once this is done, we can port SimRobot to extend from this instead of the base SimObject.
This might entail reworking the way we add meshes to the scene as mesh loading is inherently async

Take a look at the solution on the object loading example in the FRUK-Simulator GitHub org.
It shows a method of creating an empty parent mesh and async adding the robot to it when it loads

Yeah that's the way I have it set up in SimRobot for custom meshes. We will need to handle async loads if we try to interpret the geometry of physics bodies from a custom mesh though


Add masked arrays

Please:
Add masked arrays (numpy.ma.array) it's doesn't have to be even a new feature it can be done by simply adding mask and fill_value arguments to the existing arrays (jax.numpy.array)

[x] Check for duplicate requests.

Thanks for the feature request!
I think adapting everything to work with masked arrays might take quite a bit of work. This may remain out of scope for us for a while. There's a lot of other high-priority work on our plates.
Some of this functionality could likely be implemented as a separate library on top of JAX itself.

Is this planned for any time in the future?


Fix no-tls1_2 build for 1.1.0

Skip a test that uses a TLS 1.2-only cipher.

I probably should wait for the CI to actually confirm before declaring victory, though.


About the test data

Hi Zhipei,
It is a very nice study! I am just a bit confused about the test set you used for DTI task. Deep affinity includes several generalized test sets, did you include them? Or the model is just tested on the randomly selected test set?

In addition, since you said "So we directly use the IC50.tar.xz, Ki.tar.xz data processed by DeepAffinity in our experiments." in another issue. I am wondering did you use the same train and test tsv data provided by them or you recombine the data file and randomly split it into 6:1:3 as you said in your paper. Since for DeepAffinity, it has train 70% test 30%, and four hold-out datasets.

Hi Jiali,
Thanks for your interest in our work. I hope the following answers can help you.

Our model is not tested on 4 generalized test sets.
The test set(30%) is the same with DeepAffinity for fair comparison, and we additionly extract about 10% from training set as our valid set for hyperparametric tuning.

Thanks for your answer!


remove empty line

Hi @Nikhil22 - thanks for the PR. The newline at the end of the file is there intentionally so we don't want to remove it. We appreciate you making an effort to try and improve Tachyons though!


Updating size of boiler's water tank causes steam engines to stop/bug out.

Describe the Bug
This seems to be caused by changing the size of the fluid tank when a steam engine is attached. This will then bug out the boiler entity/or steam engine?, and it will only start back up if you remove the steam engine, and place it back down. Haven't tested in Forge.
Reproduction Steps

Add, or remove a layer from the boiler.
Steam engine stops.
Try to restart with hand crank, it will fail.
Remove said new layer from step 1.
Hand crank to start, it will still fail.
Remove steam engine then place back.
Steam engine starts again.

Expected Result
Removing, or increasing size of fluid tanks should not cause whole steam engine to stop.
Screenshots and Videos
gfycat.com/criminalgentleicelandgull
After 1 minute, I removed the engine, and placed it back in the same position. Turned the hand crank, and it started self propelling itself again.
Crash Report or Log
No response
Operating System
Windows 10
Mod Version
0.5.0d
Minecraft Version
1.18.2
Other Mods

Additional Context
No response

Can’t reproduce, please test patch G.

still can't reproduce, closing for inactivity


adding new episode

New episode :)

:tada: This has been pushed live to https://developers.google.com/web/


Modify assemblies to be variants instead of product with few minor fixes

This PR allows to add parts on variant level instead of just product level.
Please refer - https://github.com/spree-contrib/spree-product-assembly/issues/132

@nishant-cyro Does not work with Spree 3.1 (not compatible with sprockets-rails 3). Please add assets to precompilation.

@Mafi88 -  I have added the spinner.gif image in asset precompile in engine.rb.
initializer 'spree.assets.precompile', group: :all do |app|
  app.config.assets.precompile += %w( spinner.gif )
end

Is there anything else I missed in your comment? Please let me know.

@nishant-cyro Right, my bad. Works properly. Would be great if select for variant could be more spree-like.
And could you please address @vinniefranco comment?

@Mafi88 - Where would you like to have the changes for variant selection in admin end or user end.
Also, it will be good if you specify it more. Thanks in Advance :)
@vinniefranco  - Done with the change you specified.

@nishant-cyro In admin panel. When you choose variant for part, there is a standard non-spree selectbox. Maybe something like this would be better? https://github.com/spree/spree/blob/master/backend/app/views/spree/admin/products/_form.html.erb#L144

@Mafi88 - Done with the changes. Can you rerun the build again?

@nishant-cyro Actually, I can't ;/


rye sync fails when directory path contains space character

When starting a new project
➜ rye init
success: Initialized project in /Users/seba/Dropbox/MBA/Spring 2023/pm/hw6/.

but sync fails because of the space character in the directory path.
➜ rye sync
Initializing new virtualenv in /Users/seba/Dropbox/MBA/Spring 2023/pm/hw6/.venv
Python version<EMAIL_ADDRESS>Generating production lockfile: /Users/seba/Dropbox/MBA/Spring 2023/pm/hw6/requirements.lock
Traceback (most recent call last):
  File "/Users/seba/.rye/self/bin/pip-compile", line 8, in <module>
    sys.exit(cli())
  File "/Users/seba/.rye/self/lib/python3.10/site-packages/click/core.py", line 1130, in __call__
    return self.main(*args, **kwargs)
  File "/Users/seba/.rye/self/lib/python3.10/site-packages/click/core.py", line 1055, in main
    rv = self.invoke(ctx)
  File "/Users/seba/.rye/self/lib/python3.10/site-packages/click/core.py", line 1404, in invoke
    return ctx.invoke(self.callback, **ctx.params)
  File "/Users/seba/.rye/self/lib/python3.10/site-packages/click/core.py", line 760, in invoke
    return __callback(*args, **kwargs)
  File "/Users/seba/.rye/self/lib/python3.10/site-packages/click/decorators.py", line 26, in new_func
    return f(get_current_context(), *args, **kwargs)
  File "/Users/seba/.rye/self/lib/python3.10/site-packages/piptools/scripts/compile.py", line 517, in cli
    constraints.extend(
  File "/Users/seba/.rye/self/lib/python3.10/site-packages/piptools/_compat/pip_compat.py", line 36, in parse_requirements
    yield install_req_from_parsed_requirement(parsed_req, isolated=isolated)
  File "/Users/seba/.rye/self/lib/python3.10/site-packages/pip/_internal/req/constructors.py", line 459, in install_req_from_parsed_requirement
    req = install_req_from_editable(
  File "/Users/seba/.rye/self/lib/python3.10/site-packages/pip/_internal/req/constructors.py", line 214, in install_req_from_editable
    parts = parse_req_from_editable(editable_req)
  File "/Users/seba/.rye/self/lib/python3.10/site-packages/pip/_internal/req/constructors.py", line 183, in parse_req_from_editable
    name, url, extras_override = parse_editable(editable_req)
  File "/Users/seba/.rye/self/lib/python3.10/site-packages/pip/_internal/req/constructors.py", line 100, in parse_editable
    raise InstallationError(
pip._internal.exceptions.InstallationError: /Users/seba/Dropbox/MBA/Spring is not a valid editable requirement. It should either be a path to a local project or a VCS URL (beginning with bzr+http, bzr+https, bzr+ssh, bzr+sftp, bzr+ftp, bzr+lp, bzr+file, git+http, git+https, git+ssh, git+git, git+file, hg+file, hg+http, hg+https, hg+ssh, hg+static-http, svn+ssh, svn+http, svn+https, svn+svn, svn+file).
Error: could not write production lockfile for project

Caused by:
    failed to generate lockfile

no lock files
$ l

Permissions Size User Date Modified Name
drwxr-xr-x     - seba 25 Apr 12:08  .venv
.rw-r--r--    93 seba 25 Apr 12:08  .gitignore
.rw-r--r--   358 seba 25 Apr 12:08  pyproject.toml
.rw-r--r--    54 seba 25 Apr 12:08  README.md


⚠ DesiTorrents has degraded performance

In 68a9570, DesiTorrents ($DST) experienced degraded performance:

HTTP code: 200
Response time: 2836 ms

Resolved: DesiTorrents performance has improved in 05c20a1.


Add flake8<6 pin for broken plugins

Checklist

[x] Used a personal fork of the feedstock to propose changes
[ ] Bumped the build number (if the version is unchanged)
[ ] Reset the build number to 0 (if the version changed)
[ ] Re-rendered with the latest conda-smithy (Use the phrase @conda-forge-admin, please rerender in a comment in this PR for automated rerendering)
[ ] Ensured the license file is being packaged.

Backporting (so to speak) https://github.com/conda-forge/flake8-copyright-feedstock/pull/5 and https://github.com/conda-forge/flake8-quotes-feedstock/pull/22.

The diff:

Downloading: https://conda.anaconda.org/conda-forge/noarch/repodata_from_packages.json.bz2
Downloading: https://conda.anaconda.org/conda-forge/noarch/repodata.json.bz2
noarch::flake8-copyright-0.2.0-py_1.tar.bz2
-    "flake8",
+    "flake8 <6",
noarch::flake8-copyright-0.2.2-py_0.tar.bz2
-    "flake8",
+    "flake8 <6",
noarch::flake8-copyright-0.2.3-pyhd8ed1ab_0.tar.bz2
-    "flake8",
+    "flake8 <6",
noarch::flake8-quotes-3.3.1-pyhd8ed1ab_0.tar.bz2
-    "flake8",
+    "flake8 <6",
Downloading: https://conda.anaconda.org/conda-forge/linux-64/repodata_from_packages.json.bz2
Downloading: https://conda.anaconda.org/conda-forge/linux-64/repodata.json.bz2
linux-64::flake8-copyright-0.2.0-py27_0.tar.bz2
-  "constrains": [
-    "python_abi * *_cp27mu"
-  ],
-    "flake8",
+    "flake8 <6",
-  "version": "0.2.0"
+  "version": "0.2.0",
+  "constrains": [
+    "python_abi * *_cp27mu"
+  ]
linux-64::flake8-copyright-0.2.0-py34_0.tar.bz2
-  "constrains": [
-    "python_abi * *_cp34m"
-  ],
-    "flake8",
+    "flake8 <6",
-  "version": "0.2.0"
+  "version": "0.2.0",
+  "constrains": [
+    "python_abi * *_cp34m"
+  ]
linux-64::flake8-copyright-0.2.0-py35_0.tar.bz2
-  "constrains": [
-    "python_abi * *_cp35m"
-  ],
-    "flake8",
+    "flake8 <6",
-  "version": "0.2.0"
+  "version": "0.2.0",
+  "constrains": [
+    "python_abi * *_cp35m"
+  ]
linux-64::flake8-copyright-0.2.0-py36_0.tar.bz2
-  "constrains": [
-    "python_abi * *_cp36m"
-  ],
-    "flake8",
+    "flake8 <6",
-  "version": "0.2.0"
+  "version": "0.2.0",
+  "constrains": [
+    "python_abi * *_cp36m"
+  ]
Downloading: https://conda.anaconda.org/conda-forge/linux-armv7l/repodata_from_packages.json.bz2
Downloading: https://conda.anaconda.org/conda-forge/linux-armv7l/repodata.json.bz2
Downloading: https://conda.anaconda.org/conda-forge/linux-aarch64/repodata_from_packages.json.bz2
Downloading: https://conda.anaconda.org/conda-forge/linux-aarch64/repodata.json.bz2
Downloading: https://conda.anaconda.org/conda-forge/linux-ppc64le/repodata_from_packages.json.bz2
Downloading: https://conda.anaconda.org/conda-forge/linux-ppc64le/repodata.json.bz2
Downloading: https://conda.anaconda.org/conda-forge/osx-64/repodata_from_packages.json.bz2
Downloading: https://conda.anaconda.org/conda-forge/osx-64/repodata.json.bz2
osx-64::flake8-copyright-0.2.0-py27_0.tar.bz2
-  "constrains": [
-    "python_abi * *_cp27m"
-  ],
-    "flake8",
+    "flake8 <6",
-  "version": "0.2.0"
+  "version": "0.2.0",
+  "constrains": [
+    "python_abi * *_cp27m"
+  ]
osx-64::flake8-copyright-0.2.0-py34_0.tar.bz2
-  "constrains": [
-    "python_abi * *_cp34m"
-  ],
-    "flake8",
+    "flake8 <6",
-  "version": "0.2.0"
+  "version": "0.2.0",
+  "constrains": [
+    "python_abi * *_cp34m"
+  ]
osx-64::flake8-copyright-0.2.0-py35_0.tar.bz2
-  "constrains": [
-    "python_abi * *_cp35m"
-  ],
-    "flake8",
+    "flake8 <6",
-  "version": "0.2.0"
+  "version": "0.2.0",
+  "constrains": [
+    "python_abi * *_cp35m"
+  ]
osx-64::flake8-copyright-0.2.0-py36_0.tar.bz2
-  "constrains": [
-    "python_abi * *_cp36m"
-  ],
-    "flake8",
+    "flake8 <6",
-  "version": "0.2.0"
+  "version": "0.2.0",
+  "constrains": [
+    "python_abi * *_cp36m"
+  ]
Downloading: https://conda.anaconda.org/conda-forge/osx-arm64/repodata_from_packages.json.bz2
Downloading: https://conda.anaconda.org/conda-forge/osx-arm64/repodata.json.bz2
Downloading: https://conda.anaconda.org/conda-forge/win-32/repodata_from_packages.json.bz2
Downloading: https://conda.anaconda.org/conda-forge/win-32/repodata.json.bz2
win-32::flake8-copyright-0.2.0-py27_0.tar.bz2
-  "constrains": [
-    "python_abi * *_cp27m"
-  ],
-    "flake8",
+    "flake8 <6",
-  "version": "0.2.0"
+  "version": "0.2.0",
+  "constrains": [
+    "python_abi * *_cp27m"
+  ]
win-32::flake8-copyright-0.2.0-py34_0.tar.bz2
-  "constrains": [
-    "python_abi * *_cp34m"
-  ],
-    "flake8",
+    "flake8 <6",
-  "version": "0.2.0"
+  "version": "0.2.0",
+  "constrains": [
+    "python_abi * *_cp34m"
+  ]
win-32::flake8-copyright-0.2.0-py35_0.tar.bz2
-  "constrains": [
-    "python_abi * *_cp35m"
-  ],
-    "flake8",
+    "flake8 <6",
-  "version": "0.2.0"
+  "version": "0.2.0",
+  "constrains": [
+    "python_abi * *_cp35m"
+  ]
win-32::flake8-copyright-0.2.0-py36_0.tar.bz2
-  "constrains": [
-    "python_abi * *_cp36m"
-  ],
-    "flake8",
+    "flake8 <6",
-  "version": "0.2.0"
+  "version": "0.2.0",
+  "constrains": [
+    "python_abi * *_cp36m"
+  ]
Downloading: https://conda.anaconda.org/conda-forge/win-64/repodata_from_packages.json.bz2
Downloading: https://conda.anaconda.org/conda-forge/win-64/repodata.json.bz2
win-64::flake8-copyright-0.2.0-py27_0.tar.bz2
-  "constrains": [
-    "python_abi * *_cp27m"
-  ],
-    "flake8",
+    "flake8 <6",
-  "version": "0.2.0"
+  "version": "0.2.0",
+  "constrains": [
+    "python_abi * *_cp27m"
+  ]
win-64::flake8-copyright-0.2.0-py34_0.tar.bz2
-  "constrains": [
-    "python_abi * *_cp34m"
-  ],
-    "flake8",
+    "flake8 <6",
-  "version": "0.2.0"
+  "version": "0.2.0",
+  "constrains": [
+    "python_abi * *_cp34m"
+  ]
win-64::flake8-copyright-0.2.0-py35_0.tar.bz2
-  "constrains": [
-    "python_abi * *_cp35m"
-  ],
-    "flake8",
+    "flake8 <6",
-  "version": "0.2.0"
+  "version": "0.2.0",
+  "constrains": [
+    "python_abi * *_cp35m"
+  ]
win-64::flake8-copyright-0.2.0-py36_0.tar.bz2
-  "constrains": [
-    "python_abi * *_cp36m"
-  ],
-    "flake8",
+    "flake8 <6",
-  "version": "0.2.0"
+  "version": "0.2.0",
+  "constrains": [
+    "python_abi * *_cp36m"
+  ]

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


adding fixes and GUI for #3323

Forgot to add the screenshots; this is how the analysis creation page looks:

... and within an analysis a user can update the reservation value:

coverage: 92.904% (-0.001%) from 92.905%
when pulling e8958e78a554e2746212dbc64ddb7f22483a3e1d on antgonza:gui-fix-3323
into 9bcdf46210e7a0e1454a8caf32091c985acbef8c on qiita-spots:dev.

This has been deployed, tested and available in qiita-rc.


Feature: Is there a plan to support golang?

Description
I would like to know if there is a plan to support golang sdk?

We at LanceDB don’t have any plans to. But if someone wants to contribute go lang bindings they are welcome to.

Thanks for your reply. Feel sad to hear that 😢

@skyleaworlder Over the weekend, I began developing Golang bindings for LanceDB and pushed a work-in-progress commit: df466bdf0739ba191fcbe6bd3e0be15926976d0a.
My day job uses Lance, and we’re currently in the process of rewriting a LangChain agent in Golang, so we need to interact with Lance files. I've set up a few basic APIs that can be accessed from cgo, including createConnection, createTable, countRows, and a couple of others.
Alternatively, I am considering wrapping Lance's existing Node.js SDK in JavaScript code that pipes function outputs to stdout, which can then be captured by the Go runtime using exec.Command. While this approach is somewhat hacky, it should work adequately until I can create more bindings.
async function queryTable() {
  try {
    const rst = await tbl
      .query()
      .limit(2)
      .nearestTo(
        Array(32)
          .fill(1)
          .map(() => Math.random())
      )
      .toArrow();

   // Output `rst` as JSON
    console.log(JSON.stringify(rst));
  } catch (error) {
    console.error("Error:", error);
    process.exit(1);
  }
}

queryTable();

the the golang would look something like this
package main

import (
    "encoding/json"
    "fmt"
    "os/exec"
    "strings"
)

// Define a struct that matches the JSON structure of `rst`
type Result struct {
    NumRows int `json:"numRows"`
    // Add other fields that `rst` might contain
}

func main() {
    // Execute the Node.js script
    cmd := exec.Command("node", "table_query_wrapper.js")

    // Capture the output
    output, err := cmd.Output()
    if err != nil {
        fmt.Println("Error executing JavaScript:", err)
        return
    }

    // Convert the output to a string
    resultJSON := strings.TrimSpace(string(output))

    // Parse the JSON output
    var result Result
    err = json.Unmarshal([]byte(resultJSON), &result)
    if err != nil {
        fmt.Println("Error parsing JSON:", err)
        return
    }

    // Print the parsed output
    fmt.Printf("Number of rows: %d\n", result.NumRows)
    // Print other fields if needed
}

``


Vulkan has stopped working altogether (amdgpu?)

Any Vulkan application attempting to launch crashes immediately, including vulkaninfo.
To Reproduce

Install vulkan-tools
Execute vulkaninfo
Receive the following message

==========
VULKANINFO
==========

Vulkan Instance Version: 1.1.114

ac_rtld error: !ehdr
ELF error: Request error: not an ELF file
fish: “vulkaninfo” terminated by signal SIGSEGV (Address boundary error)

This happens for native programs and non-native programs.
Additional context
I'm using the amdgpu driver on a Radeon R9 380. Everything used to work fine before updating today (but I hadn't updated in almost a month, mind you).
Given I can freely switch between the good and bad configurations on runtime, I guess this has nothing to do with the kernel itself.
Metadata
Current (malfunctioning) version:
 - system: `"x86_64-linux"`
 - host os: `Linux 5.4.15, NixOS, 20.03pre210639.e59dcf8ccec (Markhor)`
 - multi-user?: `yes`
 - sandbox: `yes`
 - version: `nix-env (Nix) 2.3.2`
 - channels(root): `"nixos-20.03pre210639.e59dcf8ccec"`
 - nixpkgs: `/nix/var/nix/profiles/per-user/root/channels/nixos`

Last known good version:
 - system: `"x86_64-linux"`
 - host os: `Linux 5.4.6, NixOS, 20.03pre206438.a06925d8c60 (Markhor)`
 - multi-user?: `yes`
 - sandbox: `yes`
 - version: `nix-env (Nix) 2.3.1`
 - channels(root): `"nixos-20.03pre210639.e59dcf8ccec"`
 - nixpkgs: `/nix/var/nix/profiles/per-user/root/channels/nixos`

run strace on vulkaninfo. remove $home/.cache/radv_builtin_shaders64.

If that fixes it, then it's a userspace AMD vulkan driver bug, which should be reported upstream.

Yes, deleting radv_builtin_shaders64 worked! Even though I already tried to delete those files before, it only worked this time. I wonder if it was because the shaders were on cache last time I tried, and now I did it after a cold boot. Either way, now Vulkan runs for real, which is great.
Thanks for the help!

Were you able to open an upstream bug report? This might affect others.

FYI: I can't reproduce this error with Radeon RX 480, amdgpu driver and Kernel 5.6.13.
[davidak@gaming:~]$ nix run nixpkgs.vulkan-tools -c vulkaninfo
==========
VULKANINFO
==========

Vulkan Instance Version: 1.2.131

Instance Extensions: count = 18
====================
	VK_EXT_acquire_xlib_display            : extension revision 1
	VK_EXT_debug_report                    : extension revision 9

system: "x86_64-linux"
host os: Linux 5.6.13, NixOS, 20.03.1879.91cdcf31357 (Markhor)
multi-user?: yes
sandbox: yes
version: nix-env (Nix) 2.3.4
channels(root): "nixos-20.03.1879.91cdcf31357, nixos-hardware, nixos-unstable-20.09pre225931.32b8ed73809"
nixpkgs: /nix/var/nix/profiles/per-user/root/channels/nixos


bug: v1.0.0-169 returns "Error: ≤B÷" but starts model

Cortex version
v1.0.0-169
Describe the Bug

Run cortex run tinyllama
Get a  "Error: ≤B÷" in the logs
Model still starts
There is no error in the logs (only in cortex-cli)

There clearly is an error somewhere, that doesn't seem to affect model running.
Steps to Reproduce
No response
Screenshots / Logs
cortex.log
cortex-cli.log

This behavior also persists when I do not start the cortex server beforehand:

What is your OS?

[ ] MacOS
[X] Windows
[ ] Linux

What engine are you running?

[X] cortex.llamacpp (default)
[ ] cortex.tensorrt-llm (Nvidia GPUs)
[ ] cortex.onnx (NPUs, DirectML)

@gabrielle-ong Can you please help to check again? This should be solved by the latest nightly.

Thanks Sang, marking as complete,- fixed on Windows v178


[BEAM-8160] Add FnApi execution mode instruction

Adding an instruction to share how to set multi-threading/multi-processing mode.

Thank you for your contribution! Follow this checklist to help us incorporate your contribution quickly and easily:

[ ] Choose reviewer(s) and mention them in a comment (R: @username).
[ ] Format the pull request title like [BEAM-XXX] Fixes bug in ApproximateQuantiles, where you replace BEAM-XXX with the appropriate JIRA issue, if applicable. This will automatically link the pull request to the issue.
[ ] If this contribution is large, please file an Apache Individual Contributor License Agreement.

R: @soyrice
Is it ok to set you as a reviewer?
Cc: @aaltay

Thanks @aaltay for fix and merge.


Put protocol version and client version in coinbase transaction using OP_RETURN

PoS miner should by default add an output to coinbase tx which will contain information about node's protocol version and node's version.
This will allow us to track percentage of miners who use C# nodes and in the future it will allow us to gather more information about the network and have better estimations on how long it takes for the majority of the network to upgrade.
@dangershony @bokobza @Aprogiena

Strong Nack


Expo eas

Hello.
How to use this in expo? I am not able to open android and ios folders. I have a windows with noXCode.
Maybe a config plugin? I need any way possible to integrate payfort with expo??

UPDATE
It works on IOS but on android it crashes on build

See: https://twitter.com/cedricvanputten/status/1589310582574182400
Shipping a config plugin with this package would automate the required native changes for all Expo users. It would allow everyone using Expo to use this library with just 2 commands.
$ expo install rn-amazon-payment-services
$ expo run:android|ios


Multipage Support

I am working on adding support for a 'multi page' app, that would allow for defining routes to different spyre "apps".
You can check out my progress at my fork/master. I've basically got it working. I've got a draft of an example app (that is the example_show_all_the_inputs.py, with 2 additional app classes that are basically exact copies of the first.) At the bottom you can see what I've got for how you would use this functionality.
I added an additional class in server.py that I'm calling Site, that takes the top node as a required argument and exposes a methods to add a new page/route, to change the top node (which would be somewhat dangerous, but there might be a use case to do so), and to launch the site.
I'm not really happy with the naming conventions, as I'm calling the top node the "root" node, which is a little confusing because the object is a server.Root object. Anyone have any input on a better naming convention for a page/route/node and for the top of the page/node/route tree?
There is also an issue with this setup that I think has something to do with how the spinning_wheel is implemented. While the spinning wheel is active the terminal throws a warning/error "QPixmap: It is not safe to use pixmaps outside the GUI thread". My guess is that whatever is being used to determine when the spinning wheel should be replaced by a plot or HTML element is causing this error. It's not strictly causing any problems, but it's probably something that would need to be figured out before incorporating this kind of functionality into your master.
In general what are your thoughts on this?
In terms of how this might be used, I'm not sure if there is anything that could/should be done to the template to allow better use of a multipage site (A navbar across the top? An easy ability to make the control panel buttons be links? an output template/function?). It would be easy enough to just make an HTML output block that would have links, but I'm just wondering if this is something that maybe could be supported better by updating the view.html template.

Regarding the QPixmap error, it seems that that is not due to the multi-page nature of the app. I'm not sure what is causing it, but it's only happening on my windows machine (when I run the cherrypy server from my windows machine, locally). So, it may just be a platform issue. Or perhaps a python/package version issue.

I've got an example multipage app running at foolofgod.pythonanywhere.com. In the next couple of days I might build out a more interesting example (than 3 of the same apps). But just for demo purposes, you can find them at:
foolofgod.pythonanywhere.com/
foolofgod.pythonanywhere.com/other
foolofgod.pythonanywhere.com/other/another
This is all "one" app, running at the root, and then the others are attached to that so the routing works.

This is definitely something I was hoping to add eventually. Glad to see you've beat me to it. Is it ready to merge?
Right now every spyre app has the control panel on the left side and an output area on the right. I'd eventually like to have several different options for templates. One of those options could be something suitable for an index page linking to several different spyre apps.
As for the QPixmap issue, I do all of my development on Mac and Linux, which is why I missed that. Any interest in looking into it? If not, I'll check out an EC2 instance work on it next week.

I can put a pull request together in the next couple of days. I am still working on figuring out the best way in terms of how the different apps will be defined by the user.
I will be adding an additional list to templateVars that is a list of apps and their routes. This can then be used in the template to create some sort of navigation.
I started to play around with navigation. I experimented with having a button be made into a link, but I wasn't really happy with that. I started to build a drop down that would sit above the left panel, but I took a detour to do the jquery/javascript tutorials on codeacademy as my experience with javascript is next to null.
So, I'll plan to make a pull request with the nuts and bolts of making multiple apps, and how that would be defined by a user, and then I'll leave it open, how exactly it might be used.

@huntcsg i was working on the QPixmap issue today (see: https://github.com/adamhajari/spyre/issues/14). Should have a fix soon.

added here: https://github.com/adamhajari/spyre/commit/90040a55445cc0c3856d0087f70adf628e475c9e


Feature/dm 781/docker volume

Addressing ticket DM-781

@BCerki is this ready to be taken out of draft mode? If so, can you also assign a reviewer from the team? Tks!

This works, data persists locally even when I remover the postgres container. I believe having a line in the docs explaining how to wipe the content from the container would be useful


DOCS-1776: Cuts CC 18 docs

This CC version cut follows the new CC versioning sequence. Instead of calling this '3.18', we're calling it '18'.
Product Version(s):

Issue:

Link to docs preview:

SME review:

[ ] An SME has approved this change.

DOCS review:

[ ] A member of the docs team has approved this change.

Additional information:

Merge checklist:

[ ] Deploy preview inspected wherever changes were made
[ ] Build completed successfully
[ ] Test have passed

FYI @bmckercher123


Redirect the old url to new url.

After the catastrophe that was the migration, we ended up with an old
broken URL and two ingresses in our deployment for production, ingress
(old url) and ingress-for-justice (new justice domain url).
This PR redirects all traffic to the old URL to the new URL with a
temporary redirect. We want a temporary until we are happy that this is
working as expected and then we should change to a permanent.

There is no PVB preproduction.


Add Publish docker image step

Why are the changes needed?

Add Publish docker image step. The step details is maintained by docker repo.
How was this patch tested?

[ ] Add some test cases that check the changes thoroughly including negative and positive cases if possible

[ ] Add screenshots for manual tests if appropriate

[ ] Run test locally before make a pull request

thanks, merging to master/1.7


Update DGifSlurpMono to match upstream giflib

Rules out our code harming things in https://github.com/mono/libgdiplus/pull/196
This also gives us some additional checks for invalid data!

Fixed, thansk


Link to outdated docs confuses about project state

The first sentence in the project description links to an outdated ("legacy") part of the feathers documentation - this is very confusing. Is this a part of the project that is not maintained any more? Is it not compatible with the rest of feathers code? Will it be compatible with future developments? Too many questions that arise from that single url to deprecated docs...
The whole ecosystems looks very fragmented already - it would be a great help and much easier to follow these developments if creators tried to keep the project docs consistent.
Thank you very much for your attention!

Indeed. The correct link is https://docs.feathersjs.com/api/events.html#service-events, a pull request would be very welcome.


Project Solana Address Support

#1187

Closed and made #1200

Thanks @aminlatifi for implementing Solana and refactoring some old codes. LGTM, but I think it's better to add chainType to admin bro then admins can filter donations/tokens based on chainType
https://github.com/Giveth/impact-graph/blob/248356696da9a949101d3dd4e911b33159c97154/src/server/adminJs/tabs/tokenTab.ts#L174
https://github.com/Giveth/impact-graph/blob/248356696da9a949101d3dd4e911b33159c97154/src/server/adminJs/tabs/donationTab.ts#L372

Let's solve it as a separate issue, because it's not clear for me how it would be!


-in    Option  to generate <>s for standard #include'd files does not work

Version
RIDL compiler 2.8.1
Describe the bug
the option -in does not change the generated code!

Transferred this issue to the taox11 repository, ridl is only the front end, it doesn't do any code generation. The -in option is part of taox11 (see https://github.com/RemedyIT/taox11/blob/b3a2910adb597a76c79ccf42c0be43509f540d06/ridlbe/c%2B%2B11/config.rb#L23)

This switch is/was intended to provide command-line option compatibility with TAOIDL.

The implementation of this option would be very helpful to prevent warnings from system headers (i.e. ace, or taox11 headers)
see https://github.com/friendlyanon/cmake-init-shared-static/blob/master/cmake/variables.cmake#L24
and https://github.com/aminya/project_options#target_include_system_directories-function

According to what specification/definition should ACE, TAO or TAOX11 headers be considered "system" headers?

According my CMakeLists.txt project configuration files.
We use CMake to generate our build files, I have control of all I want to do.
But the ridlc should respect the options I use!

According my CMakeLists.txt project configuration files. We use CMake to generate our build files, I have control of all I want to do. But the ridlc should respect the options I use!

I don't see why. CMake is just one of many available build tools. I do not see why such a tool (for which TAOX11 has no support yet) should prescribe the behavior of an IDL compiler.
We might accept logical arguments why generating '<>' includes in certain circumstances could be preferred over '""' includes but this is not one of those.
In any case it might be wise to arrange budget to have any such changes made. TAOX11 is a fully open source project but our support for adding new features and enhancements or helping users build applications with TAOX11 is 100% commercial.

yes, I know.
But this is a BUG, fix it!

Also bug fixing is a commercial service, see https://www.remedy.nl/services/opensource-support.html for our services.

yes, I know. But this is a BUG, fix it!

I do not see how this is a bug.
It's an intended feature of TAOX11 RIDLC and causes no errors, build or runtime problems in the regular, standard and supported builds of TAOX11.
You seem to have another build setup that somehow triggers (relatively innocent) compile (?) warnings and you would like to have a solution to have those removed. That sounds to me more like a feature request.
Also, it might be best to remember that simple politeness often works better when discussing feature requests.
Shouting (using capitals) does nothing to promote your case and posing demands like "fix it!" is absolutely not done.
Open source licenses provide freedom of use but nothing more. Nobody is in anyway obligated to help fix your problems and definitely not obligated to respond to "demands".

I will help me myself, your support is a farce!