Add SSH key programatically

How can I add an SSH key programmatically (e.g. REST API oder via az cli)?
Corporate policies require regular updates of the SSH key, which I want to automate.

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Version Independent ID: 974698f8-cb53-24d4-f75f-a88c16f8e51c
Content: Use SSH key authentication - Azure Repos
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@hveei -- thank you for your question.  Please consider these resources:

Azure DevOps Services
Azure DevOps on Stack Overflow

@vijayma -- please look into this issue.

Thanks for your feedback! We've moved this issue to our internal tracking system as we transition to a new feedback system.


Fix: All modal windows open automatically when switching to teaBASE preference pane

Issue Description
When switching to the teaBASE preference pane after having another custom preference pane open, all modal windows (SSH passphrase, GPG passphrase, Homebrew install, etc.) open automatically at once, instead of opening on-demand when their respective features are accessed.
Steps to Reproduce

Open System Settings
Open any other custom preference pane first
Switch to teaBASE preference pane
All modal windows open automatically

Expected Behavior
Modal windows should only open when their respective features are accessed by the user (on-demand), not automatically when switching to the preference pane.
Root Cause
The preference pane's window management is not properly handling the window state when switching between panes.
Proposed Solution
Add proper window management to close all modal windows when switching between panes and ensure they only open on user interaction.

Actually it looks like a macOS bug, I tried to close all other windows in willSelect, it does close the windows when I open teaBASE as the second custom prefpane in the System Preferences app.
However, these modals do not react to cursor events after that, while we can still interact with the keyboard.
I am still trying different approaches to solve this strange behaviour.

Cannot reproduce with “SwiftDefaultApps” prefpane that I have to hand. Let’s drill down. What macOS version you have?

I am using 14.7.1 (23H222), Apple M2
I tried to create a brand new Prefpane from the Xcode template, and add one more window to the default XIB, go through the same steps and it does show up the additional window (Problematic again).
After that, I try to separate the second window from the main XIB, and wire it up with a WindowController, the problem gone.

k cool, let me test in a macOS 14 https://tart.run container.
And yeah, we should be using separate xibs anyway.

I think this is because “visible at launch” is checked. Next version will uncheck these and we'll see if it fixes it.

I think this is because “visible at launch” is checked. Next version will uncheck these and we'll see if it fixes it.

I have tried that but it doesn't work, maybe moving the sub windows to another XIB would help, but that is not a small change, so may wait for the next stable build before implementing it as the dev_tools branch has a lot of changes recently


multiple storage pools support in zfs

hi,
can flocker support multiple storage pools in same node ? for example, out applications requires both ssd  and hhd. if we can have 2 storage pools in the same node, then we can request volumes from either storage pools.

Our ZFS backend is experimental and we do not recommend using it. It has known bugs and we are not currently working on updating the zfs backend.
If you use one of our other supported backends or integrate your own, you can use our Storage Profiles support to designate how you get SSD vs HHD

Closing as ZFS is currently deprecated.


Fixed the issue

The button is disabled until the input to add todo is empty,

whenever there is some input to the add todo field then the button will be clickable again.

LGTM🚀


Allow groups to be conditionally collapsible with ->collapsible()

Would it be possible to add a ->collabsible() method to groups? I'd like to group items on my settings pages but not allow them to be collapsed / expanded (i.e. keep them permanantly expanded and hide the collapse arrow). Core uses ->collapsible() for the sidebar so it keeps the fluent methods consistent.

Can you elaborate a bit more why that feature would be useful and what is your use-case? If it make sense maybe I could add it in the next update.

I've added this option in the latest version v0.2 and documented the feature here:
https://github.com/KanuniLab/filament-cards/tree/main?tab=readme-ov-file#prevent-groups-from-collapsing

@tjodalv Wow, that was fast. Nice!
It's just a UI/UX preference thing. Most card-style settings pages don't have a collapse option (see some example screenshots below).
Personally I think it gets in the way more than it helps. Users end up collapsing some things, then get confused when they can't find something (because they've forgotten what they collapsed). Users with poor vision can also accidentally collapse things when clicking in the wrong area. By comparison, having all the cards there and doing a little scrolling to find what they want is a simpler, more intuitive experience. But that's just my opinion :)

It wasn't too difficult to implement this feature, so I added it immediately since I needed to update the documentation as well. By the way, which plugin is shown in the screenshot? Is your custom page or a plugin?

@tjodalv Great :) Regarding the screenshots: they're just images I found when I Googled settings pages examples. I've been using clusters for my Filament settings pages.


alias primitive: cube to primitive: box

this has bit me several times when i accidentally type cube

I don't really like to use an alias for something that is already there and understandable like box, also  people may think that a cube will be just a box with the same size for width/height/depth (in that case I think it could be useful)

i know about box and i find myself typing cube so many times because we call them cube in all of our basic examples and primitives. sort of consistent with three.js as well.
alternatively we could set a warning. for API design aliasing is not great, but designing for humans it's good to have some room for input error.

sort of consistent with three.js as well. in fact three.js deprecated THREE.CubeGeometry and they just implemented THREE.BoxGeometry for the same reason. They currently give you a warning if you use it, so probably I'll also use a warning, or even just use THREE.CubeGeometry when you write primitive: cube so when it will be really deprecated on three.js you'll also get notified, anyway I still don't believe that including an already "soon to be deprecated" could be a good idea.
Like I said I'm not a big fan of simple alias that doesn't add any meaningful. If I see that there's just a cube primitive, I could think that it's acting like a simple box, but If I see that I can use cube and box, I'll think that cube will have the same size for w/h/d.

Box is a more accurate description of the geometry than cube. Cube implies 6 faces of the same size.

I understand the difference between box and cube, that's kindergarten. Though it's not little value if I've accidentally typed cube several times as a typo and have wondered why nothing has was rendering.
Anyways, I'll just go with the warning.

I apologize, I'm not trying to explain the difference between cube and box. I was just trying to reason about why the word cube is not appropriate to refer to the primitive we expose under box.  Other engines seem to follow the same naming convention:
Playcanvas - https://github.com/playcanvas/engine/blob/master/examples/spinning_cube/index.html#L28
Turbulenz - https://github.com/turbulenz/turbulenz_engine/blob/master/samples/tsscripts/templates/physics.ts#L237
GooJS - https://github.com/GooTechnologies/goojs/blob/master/examples/goo/entities/components/MeshRendererComponent/MeshRendererComponent-example.js#L65

np, i think the warning is more sensible. updated


Make Peer LESProtocol Methods generate own Request ID's

What was wrong?
Fixes #27
How was it fixed?
The argument of request_id was made by default None in all the LESProtocol Function Signatures which use this argument. The main idea here is that the Peers don't pass in the request_id and the request_id would be automatically generated and returned by the request calls(LESProtocol Methods) made by them.
On the other hand the Server which accepts these requests has to pass the request_id which it receives, so that it can create a reply with the same request_id. Hence the Server or Remote Peer passes the argument request_id to the LESProtocol Functions (unlike the peers which generate their own). This functionality of maintaining the request_id in the server side is needed because it has to send a reply with the same request_id as the request which it receives, so that the client or peer which receives a reply, knows to which request it has got a reply to.
Cute Animal Picture

@pipermerriam I tried writing a basic test as follows
@pytest.mark.asyncio
async def test_les_protocol_methods_given_request_id(les_peer_and_remote):
    peer1, peer2 = les_peer_and_remote

    assert isinstance(peer1.sub_proto, LESProtocol)
    assert isinstance(peer2.sub_proto, LESProtocol)

    # Test for get_block_headers
    peer1.sub_proto.send_get_block_bodies([b'123'], request_id=2)
    cmd, msg = await peer2.read_msg()

This is throwing some error in the Decryption of the Header at peer2 side. Is there anything I am missing in connecting the 2 peers?

@pipermerriam done. You can see the error in py37-core. Thankyou.

@Bhargavasomu two problems happening here.
First, LESProtocol doesn't know how to respond to GetBlockBodies so this will fail once the decryption error is resolved.  Converting to using peer1.sub_proto.send_get_block_headers will fix this.
Next, the decryption error is happening because the Peer classes have an internal message loop which is always reading off incoming messages.  You can fix this by updating your code to use the following API to retrieve the message.
    # Test for get_block_headers
    with peer2.collect_sub_proto_messages() as buffer:
        peer1.sub_proto.send_get_block_headers(b'unicornsrainbowsunicornsrainbows', 1, 0, False)
        await asyncio.sleep(0.1)

    messages = buffer.get_messages()
    assert len(messages) == 1
    cmd, msg = messages[0]

    # assert some things...

Lemme know if you hit any other snags.

@pipermerriam I have added the tests for the block_header. But I actually wanted to test on all the LESProtocol Methods.

LESProtocol doesn't know how to respond to GetBlockBodies so this will fail

Sorry for being naive here, but why doesn't LESProtocol support other commands like GetBlockBodies? Is it the case that LESProtocol was designed in such a way so as to not support it (If this is the case, then why is this command included as one of the methods in the LESProtocol)? Or haven't we added support to all the other commands yet?

why doesn't LESProtocol support other commands like GetBlockBodies?

Take a look at this:
https://github.com/ethereum/trinity/blob/2e8f681818c6befb3ecef0247f9380fba7122156/trinity/protocol/les/servers.py
The LESProtocol knows how to send a GetBlockBodies request but it does not know how to respond to one.  In your example alice sends the request and when bob receives it it doesn't know how to handle it.  The reason for this is that an LESPeer won't have access to block bodies because it is a light client.
Currently, we have no constructs for being on the server side of an LESPeer connection so we won't be able to easily test things like GetBlockBodies requests.  This will require additional work to update our Peer classes in a way that allows them to serve the LES protocol.


Weblogic Kubernetes K8s-domain error no match for kind "Deployment" in version "apps/v1beta1" ensure CRDs are installed first

When running Kubectl create -f k8s/wls-admin.yml
i have this error :
error: resource mapping not found for name: "admin-server" namespace: "" from "k8s/wls-admin.yml": no matches for kind "Deployment" in version "apps/v1beta1"
ensure CRDs are installed first

Hi @dbibiamine,
Those samples are 5+ years old and are no longer valid for current versions of Kubernetes.
Instead of these samples, we now have a Kubernetes operator for WebLogic: https://github.com/oracle/weblogic-kubernetes-operator.

We have decided to remove the outdated samples. Please consider using the WebLogic Kubernetes Operator.


Examples and conversion from AzureADDefaults

Trying to upgrade old code that uses AzureADDefaults.  Everything that says its deprecated/obsolete says look here.  And this page does not even mention the old lib or how to convert or how to use this.

Document Details
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Version Independent ID: f51213bd-3b2c-c3a2-fe41-12c8dd2fef21
Content: Microsoft Identity Web authentication library overview - Microsoft Entra
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@Paul3816547290
Thanks for your feedback! I've assigned this issue to the author who will investigate and update as appropriate.

This is actually in the linked pages (depending on the scenario):
See https://learn.microsoft.com/en-us/azure/active-directory/develop/scenario-web-app-sign-user-app-configuration?tabs=aspnetcore#initialization-code
#please-close


How to force a wipe?

As the question says. I know there is auto wipe. But how you force a wipe manually? Thank you in advance.

I need answers to the same question...I want to wipe only the necessary stuff and leave players blueprint intact


HY Features Catchment Class

Python implementation of HY Features Catchment.

Assigning this to myself and going to start working on it, though I can change that up if anyone else is already going on this one.

Closing after resolving via PR #7.


installation failure

I'm getting this message when I try to install using rake install
no such file to load -- ore/tasks
Run gem install ore-tasks to install 'ore/tasks'.
no such file to load -- metric_fu
Run gem install metric_fu to install Metric-Fu
WARNING: 'require 'rake/rdoctask'' is deprecated.  Please use 'require 'rdoc/task' (in RDoc 2.4.2+)' instead.
at /var/lib/gems/1.8/gems/rake-<IP_ADDRESS>/lib/rake/rdoctask.rb
rake aborted!
Don't know how to build task 'install'
I have installed 'ore' but still the same error, and coudnt install metric_fu because of some dependency error

This issue looks like from a long time ago, hence closing

This issue was moved to gmailgem/gmail#71


LibWeb:Storage: Change getNamedItem default value

All tests at now pass: http://wpt.live/webstorage/defineProperty.window.html.
Uncertain whether this is actually the correct change:
https://html.spec.whatwg.org/multipage/webstorage.html#the-storage-interface indicates that the two getter methods storage[name] and storage.getItem(name) should return null when the name is not present. However the tests assert on this behaviour.

According to https://github.com/whatwg/html/issues/8684, returning undefined here seems to be the correct behavior.

According to whatwg/html#8684, returning undefined here seems to be the correct behavior.

Wow, good spot!
Yeah, following that chain through the docs now leads to me believing that undefined is correct + general JS vibes around x[fieldNotInx] should be undefined. Hope that no one relies on the difference in the wild.


Add static lookup benchmarks for header_map_impl

Commit Message: Add static lookup benchmarks for header_map_impl
Additional Description: This aspect of header maps is not currently benchmarked and is apparently performance critical.
Output of the new benchmarks:

Benchmark
time
cpu
iterations

bmHeaderMapImplRequestStaticLookupHits
47.0 ns
47.0 ns
308763840

bmHeaderMapImplResponseStaticLookupHits
32.8 ns
32.8 ns
428130226

bmHeaderMapImplRequestStaticLookupMisses
5.56 ns
5.56 ns
1000000000

bmHeaderMapImplResponseStaticLookupMisses
5.85 ns
5.85 ns
1000000000

Risk Level: None, test-only.
Testing: It is.
Docs Changes: n/a
Release Notes: n/a
Platform Specific Features: n/a

/wait

/retest


Neogit has been moved

Neogit has been moved to an org - update URL to reflect that

Thanks for the PR! Please make the PR title adhere to the checklist point you deleted from the description.

@CKolkey List below.
Two things are missing.

Missing . at the end of the description.
Title of the PR doesn't conform to the requirements. Should be: Update NeogitOrg/neogit

A Magit clone that may change some things to fit the Vim philosophy
Checklist:

[x] The plugin is specifically built for Neovim, or if it's a colorscheme, it supports treesitter syntax.
[ ] The lines end with a .. This is to conform to awesome-list linting and requirements.
[ ] The title of the pull request is Add/Update/Remove `username/repo`  (notice the backticks around `username/repo`) when adding a new plugin.
[x] The description doesn't mention that it's a Neovim plugin, it's obvious from the rest of the document. No mentions of the word plugin unless it's related to something else.
[x] The description doesn't contain emojis.
[x] Neovim is spelled as Neovim (not nvim, NeoVim or neovim), Vim is spelled as Vim (capitalized), Lua is spelled as Lua (capitalized), Tree-sitter is spelled as Tree-sitter.
[x] Acronyms should be fully capitalized, for example LSP, TS, YAML, etc.


Footprint conv2d

TODO

[x] lighten the ft.*conv* unit tests to pass CI
[X] update pytest version
[ ] repair CI
[ ] Rebase on master
[ ] Prepare 0.6.5 release note

0.6.5 changes from this PR

erode and dilate signature change with backward compatibility
add forward_conv2d, backward_conv2d, forward_convtranspose2d, backward_convtranspose2d

0.6.5 changes from previous PR

Change the URL of the repository
Process pools managed by a Dataset are now joined without dead-lock (No UT yet for Pool management)
Fix Env to work with python threads (New UT)
Fix fp.intersection(rotation='fit') when fp has a non-north-up scale (No UT for non-north-up Footprints)
Can now decorate python function with an Env object

Let's merge that PR!


Fixed block issue and tier issue

Resolves https://github.com/Azure/azure-sdk-for-java/issues/12689
TODO : Add KEYVAULT creation to Arm template

/azp run java - storage - tests

/check-enforcer override
java - mariadb - ci.mgmt pipeline is unrelated to this PR, failing due to Bad creds.

/check-enforcer override


Install Kubeflow on OpenShift

The Link
(https://raw.githubusercontent.com/opendatahub-io/manifests/v1.3-branch/distributions/kfdef/kfctl_openshift_v1.3.0.yaml).
on page
https://www.kubeflow.org/docs/distributions/openshift/install-kubeflow/
is dead. 404. Seemls like the closing bracket got included in the link somehow.

@nakfour have you seen this issue on the OpenShift Docs ?
/platform Openshift
/priority p2
/kind bug

@kilmarnock thanks for filing this. We'll get it fixed.
@nakfour I'll fix the broken link, but I wanted to check in to see whether we should go ahead and update this page for Kubeflow 1.4.


I would like to see the "Where do you create reviews?" table include Multi-stage Review option

I would love to see the "Where do you create reviews?" table include a Multi-stage review yes/no column.
My biggest hope is actually to see Multi stage reviews on Access packages. Specifically we use Access Package to approve access to groups (that are provisioned to ServiceNow using the "Azure Active Directory single sign-on [SSO] integration with ServiceNow" where combination of roles are specified on groups to create personas there), but we are forced to place reviews on the groups, because group reviews allow for multi stage reviews. This has unfortunate implications in that the the access is never removed from the access package entries even though the user is actually removed from the group that the access package administer access to.
-Anders

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@APraestegaard
Thanks for your feedback! We will investigate and update as appropriate.

@APraestegaard Thank you for your feedback. I am double checking this with our product team and will update you as soon as I hear back from them. Regarding your suggestion on adding a Y/N column for the multi-stage review, that is something I can also look into with our documentation team. We appreciate your patience in the meantime.

@APraestegaard Thanks for providing feedback that helps improve our documentation. Unfortunately, we do not have the multi-stage reviews on access package feature according to our product team and therefore, I am unable to add that to our documentation at this time. Please check back regularly to see our documentation changes in the future. We are now closing the issue. #please-close


Fully fix issue 318: std.math.max, std.math.min deprecated

I tried to compile zig-gamedev with the latest Zig version (0.11.0-dev.3677+e95fc2023) and got a lot of deprecation messages about std.math.min and std.math.max, which are now @min and @max. I saw this was a reported issue (#318) that got resolved by PR #319, but it looks like some were missed. This PR should hopefully resolve all of the deprecation messages.

Thanks!


date_recovered always null

Hi sir, the date recovered field is always null?

Thank you for catching this! It's now fixed.


[hotfix] Ignore Hugo Module files

What is the purpose of the change

Make sure that Hugo Modules files (which can be created while working on the current master branch) will be ignored when working with the currently support release-1.15 and release-1.14 branches

Brief change log

Updated .gitignore

Verifying this change
This change is a trivial rework / code cleanup without any test coverage.
Does this pull request potentially affect one of the following parts:

Dependencies (does it add or upgrade a dependency): no
The public API, i.e., is any changed class annotated with @Public(Evolving): no
The serializers: no
The runtime per-record code paths (performance sensitive): no
Anything that affects deployment or recovery: JobManager (and its components), Checkpointing, Kubernetes/Yarn, ZooKeeper: no
The S3 file system connector: no

Documentation

Does this pull request introduce a new feature? no
If yes, how is the feature documented? not applicable

maybe remove leading slash (because it's a bit weird even if it works...)

We also have those in for other ignores in the docs folder:
/docs/api
/docs/.bundle
/docs/.rubydeps
/docs/ruby2/.bundle
/docs/ruby2/.rubydeps
/docs/.jekyll-metadata

I saw that; it's still weird :P

I saw that; it's still weird :P

OK, fixed them all in one go


tf.reduce_min/max/mean returns uninitialized value on tensors with zero-size dimension

I find that tf.reduce_min/max/mean returns uninitialized value (nan for example) on tensors with a zero-size dimension. This would cause problems, for example, when computing loss in an object detection problem, where an input image may contain no object. Please consider defining its behaviour on such inputs, e.g. outputing zeros, raising errors, etc.
Environment info

Operating System: Ubuntu 14.04 LTS
CUDA 7.5, cuDNN 4.0
TF version: 0.9.0rc0, pip version (gpu, python 2.7)

Steps to reproduce
import tensorflow as tf
with tf.Session():
  print(tf.reduce_max(tf.constant(-1.0, shape=[0, 10])).eval())

Output:
3.40282e+38

Also works for tf.reduce_min, tf.reduce_mean, but not for tf.reduce_sum.

This is the expected behavior. When a reduction is performed over a tensor with zero elements and the result does not have zero elements, the result is filled with the reducer's identity function. For max that is 'lowest' for the type in question, which is what you should be seeing. (When I try this I see -3.4e+38 for max, and +3.4e+38 for min since min's identity is highest.)
Please reopen if you aren't seeing this behavior.

@michaelisard I see. Thanks for explaining!


Allow users to select a child benefit stop date in years up to 2013

Trello Story: https://trello.com/c/dbyKP467/168-child-benefit-tax-calculator-change-stop-date-in-question-2-to-4-years-in-the-past
Motivation
A user can calculate their Child Benefit tax back to 7Jan 2013 in tax year 2012/13, as a consequence the Stop date should also include 2013 in the drop down boxes.
As the box is optional, if an end date isn't included, the calculator would calculate for a whole year, which isn't appropriate if the payments stopped during the year.
Dates are added to both selectors determining how many years to include (back and forward) starting from the current year.
Changed the stop year drop-down to include years up to four years ago.
Factcheck
Child benefit tax calculator
Expected Changes
URL on GOV.UK

Stop date should display years from 2013

Before

After

Hi @leenagupte, great work!
What about creating a separate PR for this commit: https://github.com/alphagov/calculators/pull/136/commits/81303bba4b3bedcbff2c130dfd0a20902c553cca? It was a very nice finding (and fix), but It seems that it is not related to this PR.
In the description, you could reference the PR described [in this comment] (https://github.com/alphagov/calculators/pull/136#discussion_r65336644) from @floehopper
It shouldn't take that much time.

@pmanrubia Moved change in commit 81303bb to another PR: https://github.com/alphagov/calculators/pull/137

@leenagupte: I have also reviewed: https://github.com/alphagov/calculators/pull/137;
Two minor things:

As per your suggestion in https://github.com/alphagov/calculators/pull/136#issuecomment-223014387, please remember to merge #137 first; just a friendly reminder :)
Tests seem to be failing in https://github.com/alphagov/calculators/pull/136/commits/f26a1aaa9f38687f138c0362fab7882a92d916ec. Rubocop might be complaining.

LGTM

@pmanrubia The failing test in f26a1aa was because PR #137 hadn't been merged yet.


validateString should error if jsValue is array of strings

Looks like the issue with the OV payments was related to JsonValidator not erroring when passing an array of strings to order_number rather than a string. For example, validateString is fine with either "order_number": ["123"] or "order_number": "123" because validateString sees that there's just a single value in the array, so it validates that string and it passes. This doesn't conform to the schema and fails in payment when play can't cast "order_number": ["123"] to order_number string as defined in the model.

this is originally here to support they python libraries sending url parameters named 'number[]' even when there is a single value... I think the root issue is there is a code path that is somehow missing the validation library here

added a few more tests around this logic here - https://github.com/flowcommerce/lib-apidoc-json-validation/pull/38 - suggest closing this PR


[WIP]  wlr_xdg_toplevel{,_v6}: store pending fullscreen output

Related to swaywm/sway#1813
Required for swaywm/sway#3966
Since the fullscreen request may be made before the toplevel's surface
is mapped, the requested fullscreen output needs to be stored so it
can be retrieved on map (along with the existing fullscreen property).

What happens if the output is destroyed before the toplevel is mapped?
(Maybe we could just make the compositor save the output pointer)

What happens if the output is destroyed before the toplevel is mapped?

That does need to be handled

(Maybe we could just make the compositor save the output pointer)

For some reason, I was incorrectly thinking that wasn't possible. I think that might actually be better so I'm going to close this and I'll rework the Sway PR

(Maybe we could just make the compositor save the output pointer)

For some reason, I was incorrectly thinking that wasn't possible. I think that might actually be better so I'm going to close this and I'll rework the Sway PR

Actually nevermind. mpv is sending the fullscreen request before sway even creates the view. It looks like this does require a wlroots change. I'll fix the output destruction issue for this PR

Indeed, it seems you're right. We emit the new_surface event right after the first NULL commit.

Well I updated it to handle the requested fullscreen output being destroyed. I wish this PR was as small as I originally thought, but I'm not really sure of a better way of doing this.

Actually, I just realized how I can make this smaller. Should have a new version up in a couple minutes so I'm not going it back to [WIP]

Well this is ready for review again

Thanks!


Automate CMS setup that is currently manual

Overview
As a developer, I want to be able to get up and running via terminal commands only, so that I don't waste hours trying to figure out why the API can't talk to the CMS or why I don't see images in the app.
Image permissions step outlined here should be able to be replaced by a simple insert:

The user token step outlined here should be replaceable by updating the user record token column:

I propose we update the cms seed script to do both of these things.

Do we want a solution that works for deploys, too? We don't run the seed script on deploys since it isn't repeatable without truncating tables.

Should be able to do this via the Directus API, similarly to how we use it in the seed script. @kevlarr are we running the CMS bootstrap step? Meaning, npm run bootstrap during deploys?

@smonn Yeah, it runs every time a container starts up https://github.com/deptagency/algomart/blob/main/docker/deploy/cms/run.sh#L4

This is also mentioned in the docs in several places for local dev and the deploy docs so the docs should be updated accordingly, in both places if fixed for local + deploy, or just in the main readme if only in the seed script

Even if we do fix it, I think we should still call it out in the docs as prominently as possible. Users need to be aware that the admin user's access token is a thing, just so no one gets into the very easy to get into situation where that initial admin user is updated or removed and the API can no longer authenticate.

Making the seed script repeatable is another thing I'd love to see done... if it's not a big task I'd say it should be rolled into this one. That's yet another thing that's bitten me.


Bright Red Comment Button is really distracting

Is your feature request related to a problem? Please describe.
A clear and concise description of what the problem is. Ex. I'm always frustrated when [...]
It’s really distracting when watching a video on mobile and outside of full screen mode and seeing a bright red comment bar all the way on the bottom of the screen
Describe the solution you'd like
A clear and concise description of what you want to happen.
change the red background in the comment button to the normal gray background, and make the text red (I don’t really care what it looks like, as long as it’s not distracting)
Describe alternatives you've considered
A clear and concise description of any alternative solutions or features you've considered.
N/A
Additional context
Add any other context or screenshots about the feature request here.
Also, the new website redesign is phenomenal, keep up the amazing work!

Thanks for the feedback. I agree with you and I've changed it.


set up pattern library

Set up a very basic design library for the site, using Fractal.

This doesn't seem necessary for now. Can always add it later.


support string params in i/d/w/e/a methods

Your lasted commit have bug ,and not work.
But it give me a inspiration ,i have update it on the lasted commit, you can review it.
Thx!


Fix build for NNAPI

Issue

After updating TensorFlow Lite to v2.6.0, build with NNAPI delegate in Android fails

Fixed in f376227de120864faa8d56e25cd51250e55ec9ac
Added workaround in build process
https://github.com/iwatake2222/play_with_tflite/blob/master/00_doc/how_to_create_prebuilt_library_v2.6_linux.md#modify-build-script-for-android-with-nnapi-delegate-if-needed-this-is-a-workaround-there-should-be-an-appropreate-option


twister: add a hardware map support for using serial pty

The hardware map feature can be used with serial pty mode in
this change. And also add an extra_params option for passing
more parameters from hardware map file to west runner. Note
that you need to create this map file manually because it
cannot be scanned out correctly due to pty is not a physical
HW device existing in system.
And also update doc/develop/test/twister.rst for the usage.
Signed-off-by: Enjia Mai<EMAIL_ADDRESS>

Rebased to fix CI issues


MacOS doesn't show imgui interface

Hello again Michal,
I just pulled down zig-gamedev (version<PHONE_NUMBER>864ab1f59acd40db576b02b00764c4) on Win10 (with a Vega64 card, bottom left), Arch Linux (R9 380 card, bottom right) and an M1 Mac (Big Sur, top right). Everything seemed to build and run fine at first glance (except the error with tests previously mentioned in https://github.com/michal-z/zig-gamedev/issues/51), but then I clued in to the fact that the MacOS version doesn't have any imgui interface for the wgpu examples. Here is a pic of all three running the triangle example:

Perhaps the MacOS version shouldn't have the interface and I just missed it in the docs? Or is this a bug on my machine?
P.S. Also, one small difference I noticed between these three programs is that the Win10 spinning triangles actually stop spinning when I drag the window around...then the spinning starts again after I stop dragging the window around (or even if I just right click on the window header! ). The Arch/Mac triangles continue to spin if I drag the window around. A Win10 quirk with the driver? Not sure...and not a big deal, I am just mentioning it as a curiosity.

MacOS version should have imgui interface. Unfortunately I don't have MacOS machine to properly test it but I got report that interface is there on MacOS, see: https://discord.com/channels/605571803288698900/964863116296994926/964960941567541269
Can you try procedural_mesh_wgpu sample?
On Windows, dragging (and resizing) the window blocks normal processing so this is normal behavior on this OS. We could fix this by spawning a worker thread and doing all rendering in it. I will probably do this in the future.

Yes, I saw that comment from rudedogg (actually that was part of the reason I tried the examples on my Mac), but I am not sure which OS version/arch he is running on. I have posted a quick question in that thread to see if he can enlighten me.
I actually tried both the triangle and procedural examples with the same results on all three machines...ie. the Mac has no imgui interface for either the triangle or procedural wgpu examples, but the other machines work fine.
I figured the Windows issue may be something like that, but I also thought it might be my drivers or a simple DirectX switch that could be supplied in the example code. Silly MS :)

No gui for me on macbook air m1 v12.3. I'll see if I can offer more insight.

Thanks for the info, looks like a regression in Dawn. Is there a Renderdoc or something similar for Metal? Yeah, would be great if you could see what's happening there.

These are new areas for me. To verify my understanding ( Webgpu -> dawn -> Apple Metal ) the renderdoc on apple metal would point to a debugging strategy?

Yes, your understanding is correct.
We use standard WebGPU imgui renderer: https://github.com/ocornut/imgui/blob/master/backends/imgui_impl_wgpu.cpp
Renderdoc on Metal could show you the GPU state, shaders and drawcalls that the imgui renderer is doing. This info could give as an idea why the result of the drawcalls don't show up on the screen.

@timcash @wilsonk I did a small change regarding gui renderer. Can you please re-test?

I am starting by using these links.
Dawn -> OS bugs
https://bugs.chromium.org/p/dawn/issues/list?q=OS%3DmacOS&can=2
Metal Dev Docs for debugger in xcode. I would need to compile zig-gamedev in Xcode?
https://developer.apple.com/documentation/metal/debugging_tools/viewing_your_gpu_workload_with_the_metal_debugger

I have never used MacOS in my life :)
But, I don't think you need to compile zig-gamedev in xcode, try to just open/load the binary in xcode.

Some of what I see.
I see this warning about a texture not being used.

Hi! The imgui interface doesn't show up on my M1 Mac either. I just re-cloned the repo to make sure I had no cache issues.
➜  zig-gamedev git:(main) zig version
0.10.0-dev.1929+963ac6091
➜  zig-gamedev git:(main) zig build procedural_mesh_wgpu-run
[zgpu] High-performance device has been selected:
[zgpu]   Name: Apple M1 Max
[zgpu]   Driver: Metal driver on macOS Version 12.3.1 (Build 21E258)
[zgpu]   Adapter type: Discrete GPU
[zgpu]   Backend type: Metal

@timcash How did you setup your gputrace?

@timcash Nice progress! 512x256 RGBAUnorm texture is a font that should be used by imgui. Please try to find a drawcall that uses that texture.
You should be able to "step" through drawcalls and see what each drawcall adds to the image. The last drawcall is the gui.

that texture is solid white in the preview

found a way to start looking at more detail.
Would dawn's test cover this in some way? so many menus in GPU debuggers... menus everywhere

There should be two render passes, first for all the geometry and the second one for the gui.
In geometry pass there should be 11 draw calls.
In gui pass there should be two draw calls (white solid texture is fine, I see the same on WIndows in PIX).

Ill try that next. Here is the second draw call I think

Yes, this looks like a second render pass (gui). Is there a call to drawIndexedPrimitives() in this second render pass (there should be 2 such calls)?

Strange. Can you comment out first render pass (geometry) and draw only gui? You will need to change load_op from '.load' to .clear on line 296.

I quickly tried changing the gui load_op to .clear on Linux and my M1. The gui works on Linux but didn't show up on the M1.

At this point I think it would be best to use normal CPU debugger and step into zgpu.gui.draw(pass). Two draw calls should be issued from there.
Also, @timcash looks like there are some warnings (purple triangles with !) reported by GPU debugger - is there more info about them?

On MacOS you should probably use xcode or vs code.

GDB doesn't work on M1 Mac. But XCode comes with LLDB, which does work and is what Apple prefers. See https://developer.apple.com/library/archive/documentation/IDEs/Conceptual/gdb_to_lldb_transition_guide/document/lldb-command-examples.html#//apple_ref/doc/uid/TP40012917-CH3-SW1.
For actual debugging, I think VS Code is easier to work with. Here is a recipe for debugging Zig using VS Code: https://dev.to/watzon/debugging-zig-with-vs-code-44ca.

To use the recipe for stepping through the "procedural_mesh_wgpu" code, first make some small changes to "tasks.json" and "launch.json". This worked for me. Obviously, your path to the exe will be different:
{
  "version": "2.0.0",
  "tasks": [
    {
      "label": "build",
      "type": "shell",
      "command": "zig build",
      "problemMatcher": [],
      "group": {
        "kind": "build",
        "isDefault": true
      }
    }
  ]
}

{
  "version": "0.2.0",
  "configurations": [
    {
      "name": "(gdb) Launch",
      "type": "cppdbg",
      "request": "launch",
      "program": "/Users/jonas/src/zig/zig-gamedev/zig-out/bin/procedural_mesh_wgpu",
      "args": [],
      "stopAtEntry": false,
      "cwd": "${workspaceFolder}",
      "environment": [],
      "externalConsole": false,
      "MIMode": "lldb",
      "preLaunchTask": "build",
      "setupCommands": [
        {
          "description": "Enable pretty-printing for gdb",
          "text": "-enable-pretty-printing",
          "ignoreFailures": true
        }
      ]
    }
  ]
}

got LLDB going

I see some comments about errors here :)

It steps through all the code, what am I looking for?

You can build Dawn from source and try to understand what the error is:
zig build procedural_mesh_wgpu -Ddawn-from-source=true
You will be able to step into wgpuQueueWriteBuffer.
This call should copy vertex data from CPU to GPU, looks like this code errors out on M1 and data is not copied.

Set minimal_debug_symbols to false (libs/mach-gpu-dawn/build.zig line 71).

this buffer is invalid? does not look good.

may have been optimized out?

I think it is optimized out.
But, I've noticed this:
size_copy_: 0
in Terminal window.
This is suspicious, there are 3 copy operations (in order):

vertex buffer data (CPU -> GPU)
index buffer data (CPU -> GPU)
uniform buffer data (CPU -> GPU)

The third copy size should be 64 bytes, why is it 0?

the size_copy_ is mine from debugging yeah, Ill take a look. trying to find uniform. Will it help to print out the size?

is this helpful?

Thanks for your work.
Unfortunately I still don't know what's going on. Is Dawn hitting/reporting an error when you step through code?

@timcash I would suggest stepping into wgpuRenderPassEncoderDrawIndexed line 455 in imgui_impl_wgpu.cpp and looking for an error.
I think that the second draw call fails and this is why we can't see it in GPU debugger.

I see nullptr errors like this

Oh now I see this
// The interface of Result<T, E> should look like the following.
//  public:
//    Result(T&& success);
//    Result(std::unique_ptr<E> error);
//
//    Result(Result<T, E>&& other);
//    Result<T, E>& operator=(Result<T, E>&& other);
//
//    ~Result();
//
//    bool IsError() const;
//    bool IsSuccess() const;
//
//    T&& AcquireSuccess();
//    std::unique_ptr<E> AcquireError();

// Specialization of Result for returning errors only via pointers. It is basically a pointer
// where nullptr is both Success and Empty.

"this" with invalid address

"self" becomes "this" on line 120 in `RenderEncoderBase.cpp`?

This looks like some optimized out values. Notice that this is the common code used also on Windows and Linux so it should work fine. I would expect an error on a lower-level in Metal backend. Step into lower layers until you find actual Metal draw call.

I also see could not evaluate DW_OP_entry_value

stepping though for an hour. nothing so far.

@timcash @wilsonk @kamidev Can you fetch the latest code and re-test?

Re-tested the latest code on M1, using zig 0.10.0-dev.2016+0e49142ce, and have some good news and some bad news. :-)
The latest code didn't run for me without a small change to "libs/zmath/src/zmath.zig".
-    var temp: f32 = math.fabs(angle);
+    var temp: f32 = @fabs(angle);

As @wilsonk noted in https://github.com/michal-z/zig-gamedev/issues/51 , Zig just reorganized compiler_rt_math functions. Mach has problems with this right now, too. Probably not very hard to fix, but still a breaking change.

There is still no imgui interface for the mesh example. But triangle_wgpu now displays a read-only menu.

I get the same result: no gui for mesh but there is one for triangle example

That's super strange, because both samples use the same code.
Could you try to remove Zig cache and rebuild? Maybe it's some Zig caching issue...

Removed all caches in local dir and ~/.cache/zig and the procedural_mesh example still has no gui...very strange

I have one more idea will submit a potential fix later today.
On Sat, Apr 30, 2022, 09:41 wilsonk @.***> wrote:

Removed all caches in local dir and ~/.cache/zig and the procedural_mesh
example still has no gui...very strange
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Please try now.

Sorry. Doesn't work for me.

I tried on an Intel Macbook Pro 2019. It works there:

I appreciate your efforts. Let me know if I can test anything else later today.

Took an hour to step through the code. 15 years ago I last used C++ but starting to get familiar with the tooling and syntax again.

@kamidev Gui in triangle_wgpu should be fully interactable - is this the case on macos?

Can you please re-test one more time?

Sorry, the new fix doesn't work for the mesh example. And as far as I can tell, the triangle_wgpu GUI is not interactable at all on M1.
I'll be offline for a few hours but will check in here and on Discord later.

I did a potential fix for not interactable GUI in triangle_wgpu.

Yes! Triangle_wgpu has a working GUI interface on M1 now.

Still no GUI for the mesh example, unfortunately.

Can confirm the triangle example GUI works here. Still no GUI showing up for the procedural_mesh example...so strange.

It would be worth trying to comment out/modify first pass (geometry pass) until GUI works.
For example, we could try to remove all draw calls from the first pass and leave only clear operation.
It looks like first pass generates an error internally and causes GUI not to draw.

Cleaned caches and rebuilt/reran...procedural example gui still doesn't work. Ugh. Triangle example gui still works.

Latest zig and zig-gamedev code, clean caches. Same as for@wilsonk: triangle gui still works, mesh gui doesn't show up. Sucks! Will do some step-by-step uncommenting later and report back.

Hi guys, we now use uniform buffer pool to upload data to the GPU. Can you please re-test both demos?

Hmm, very strange here. Both examples build fine here with that same zig compiler on my M1 as @kamidev  is using? Not sure what is going on there. (I built with artifacts in the cache and then cleaned everything and did it again with these same results).
Unfortunately, both examples fail intermittently with this:
[zgpu] High-performance device has been selected:
[zgpu]   Name: Apple M1
[zgpu]   Driver: Metal driver on macOS Version 11.6.5 (Build 20G527)
[zgpu]   Adapter type: Discrete GPU
[zgpu]   Backend type: Metal
thread 2077080 panic: reached unreachable code
/Users/wilsonk/Downloads/zig/build/lib/zig/std/debug.zig:260:14: 0x1008019bf in std.debug.assert (procedural_mesh_wgpu)
    if (!ok) unreachable; // assertion failure
             ^
/Users/wilsonk/zig-gamedev/libs/zgpu/src/zgpu.zig:258:15: 0x1008179ff in .zgpu.GraphicsContext.uniformsNextStagingBuffer (procedural_mesh_wgpu)
        assert(gctx.uniforms.stage.num < uniforms_staging_pipeline_len);
              ^
/Users/wilsonk/zig-gamedev/libs/zgpu/src/zgpu.zig:322:39: 0x10081cf6f in .zgpu.GraphicsContext.submit (procedural_mesh_wgpu)
        gctx.uniformsNextStagingBuffer();
                                      ^
/Users/wilsonk/zig-gamedev/samples/procedural_mesh_wgpu/src/procedural_mesh_wgpu.zig:623:20: 0x10080be1b in draw (procedural_mesh_wgpu)
    if (gctx.submit(&.{commands}) == .swap_chain_resized) {
                   ^
/Users/wilsonk/zig-gamedev/samples/procedural_mesh_wgpu/src/procedural_mesh_wgpu.zig:693:13: 0x1008095fb in main (procedural_mesh_wgpu)
        draw(&demo);
            ^
/Users/wilsonk/Downloads/zig/build/lib/zig/std/start.zig:581:37: 0x10082b7df in std.start.callMain (procedural_mesh_wgpu)
            const result = root.main() catch |err| {
                                    ^
/Users/wilsonk/Downloads/zig/build/lib/zig/std/start.zig:515:12: 0x10080c693 in std.start.callMainWithArgs (procedural_mesh_wgpu)
    return @call(.{ .modifier = .always_inline }, callMain, .{});
           ^
/Users/wilsonk/Downloads/zig/build/lib/zig/std/start.zig:480:12: 0x10080c5bf in std.start.main (procedural_mesh_wgpu)
    return @call(.{ .modifier = .always_inline }, callMainWithArgs, .{ @intCast(usize, c_argc), c_argv, envp });
           ^
???:?:?: 0x18bc3942f in ??? (???)
???:?:?: 0x0 in ??? (???)
The following command terminated unexpectedly:
cd /Users/wilsonk/zig-gamedev && /Users/wilsonk/zig-gamedev/zig-out/bin/procedural_mesh_wgpu

When the triangle example does load successfully then the GUI is there and functional, but when the procedural example loads it still doesn't have the GUI!?!? Ugh.

Thanks @wilsonk! Good to know you can still build. My local toolchain has been pretty stable and Zig master is moving really fast right now. So my initial guess was a breaking change upstream. Well, I'll figure it out.
BTW, do you see any pattern for the intermittent failures? How frequent are they? Does it seem like you can trigger them by doing something?

No real pattern here. I can run the triangle binary in the zig-out directory and it may work or it may crash...sometimes it works twice and then crashes once, or works three times in a row and then alternates run/crash for a dozen tries...then crash three times in a row!??? Must be a race condition of some sort, I suppose.

Yeah, looks like a race condition with async buffer mapping. Can't unfortunately repro this on Windows and Linux.
@wilsonk Do you observe those crashes on all OSes?

Please re-test.

Cleaned caches, rebuilt both examples and...woohoo the GUI finally shows up in both examples...HOWEVER they both still crash intermittently!!?! Ugh.
Actually they both crash much more than they run now (7-8 attempts before it runs once! I thought they weren't going to run at all!). But at least the GUI is there when it does run.
Linux/Win have no problems with either example.

Can you try now?

Do you see both GUI windows in procedural mesh (wgpu)? The first one is non-movable and located in the upper left corner the second one is standard imgui demo window.

So, that's still an issue - this small non-movable window is not being drawn.

Two changes:

faster/better fix for crashes
bigger and more standard GUI (imgui demo window removed)

Almost there! Building zig-gamedev successfully again, using zig version: 0.10.0-dev.2103+ac1aaec9c
Triangle sample works and seems to be fully interactive.
Mesh sasmple looks good, same as for @michal-z. But interaction doesn't work yet.
// Open and close demo without doing anything
// No crash but error message afterwards

➜  zig-gamedev git:(main) zig build procedural_mesh_wgpu-run
[zgpu] High-performance device has been selected:
[zgpu]   Name: Apple M1 Max
[zgpu]   Driver: Metal driver on macOS Version 12.3.1 (Build 21E258)
[zgpu]   Adapter type: Discrete GPU
[zgpu]   Backend type: Metal
[zgpu] Failed to map buffer
[zgpu] Failed to map buffer

// Trying to close the imgui window causes immediate crash

➜  zig-gamedev git:(main) zig build procedural_mesh_wgpu-run
[zgpu] High-performance device has been selected:
[zgpu]   Name: Apple M1 Max
[zgpu]   Driver: Metal driver on macOS Version 12.3.1 (Build 21E258)
[zgpu]   Adapter type: Discrete GPU
[zgpu]   Backend type: Metal
Assertion failed: ((g.CurrentWindowStack.Size == 1) && "Mismatched Begin/BeginChild vs End/EndChild calls: did you forget to call End/EndChild?"), function ErrorCheckEndFrameSanityChecks, file imgui.cpp, line 7984.
The following command terminated unexpectedly:
cd /Users/jonas/src/zig/zig-gamedev && /Users/jonas/src/zig/zig-gamedev/zig-out/bin/procedural_mesh_wgpu
error: the following build command failed with exit code 1:
/Users/jonas/src/zig/zig-gamedev/zig-cache/o/0084f4c951b7e5690edb86549f24cea2/build /Users/jonas/src/zig/zig/build/stage1/bin/zig /Users/jonas/src/zig/zig-gamedev /Users/jonas/src/zig/zig-gamedev/zig-cache /Users/jonas/.cache/zig procedural_mesh_wgpu-run

I think that now everything should work expect those errors about buffer mapping.

Yes, I've tested on both M1 and an Intel Mac now. Seems functional and doesn't crash. Still error messages after closing, though.
➜  zig-gamedev git:(main) stage1 build procedural_mesh_wgpu-run
[zgpu] High-performance device has been selected:
[zgpu]   Name: Apple M1 Max
[zgpu]   Driver: Metal driver on macOS Version 12.3.1 (Build 21E258)
[zgpu]   Adapter type: Discrete GPU
[zgpu]   Backend type: Metal
[zgpu] Window has been resized to: 1776x1042 pixels (888x521 units)
[zgpu] Window has been resized to: 1138x1000 pixels (569x500 units)
[zgpu] Window has been resized to: 1266x1100 pixels (633x550 units)
[zgpu] Failed to map buffer
[zgpu] Failed to map buffer

Can you confirm that GUI text color is green?

Still blue for me, sorry.

On M1: right color but wrong place. Impossible to move to the window
On Intel Mac: right color, right place. Impossible to move window, but can minimize it.

Latest commit should fix GUI element positions but it will break interaction on MacOS M1 (will be fixed soon), cna you confirm this? M1 macos and Intel macos should look the same.

On my M1, after cleaning caches, both examples run build/fine. The triangle example has a blue GUI near the middle of the screen that is resizable and accepts input (the same as on Linux), however...the procedural example has the smaller GUI showing, but it is slightly off the top of the screen in the upper left corner, as per the picture just above this comment.

On M1: right color but still wrong place. Just a sliver of the window is showing in the top right corner. Hard to tell if interaction works, there is almost nothing to click on.
On Intel Mac: right color, right place. Mouse coordinates seem off. But clicking the top left corner of the imgui window works.

I think that imgui.ini file needs to be deleted after rebuilding.

I tried your latest commit, deleted ingui.ini and cleaned caches.
Still wrong GUI position on M1. Not sure about interaction on Intel, but feels a bit off. Buffer map error messages remain on both M1 and Intel.

Yes! Now it works. The imgui window is still partially invisible on startup. But you can move it down and it works.

I am still on Discord, let's continue there.

They both work well here (I was having a little mouse slowness before, but I have a very specialized setup so I just assumed it was my problem...seems to be fine now). Same issue with the procedural example, but at least one can grab the GUI element and drag it more onto the viewable surface.

Yes, this is the best we can get for now. Wrong GUI position seems to be problem related to Zig + AArch64 + macos. Let's leave the issue open and wait for upstream fixes.

@michal-z Sounds good! I am tracking AArch64 + macos stuff upstream anway. Let's re-test the initial GUI position thing when there are promising changes.
BTW, your last commit fixed the buffer mapping errors on exit. For both M1 and Intel Mac.

Yep, it looks good here now also.

That's great! I'm closing it. Thanks for your help guys to resolve this.


[Bug] Application crashes when trying to configure an environment with a large array

I have a script which adds 1000 Ids of a request to an environment variable (array). This works all fine and I can use the array in the next request. However once I click on "Configure" for environments the app crashes.

Hey @sapjr, can you please help me with this? Could you share the script that you used and, if possible, the .bru file? Or at least check if this bug is still present in the latest version of Bruno v1.20.1?

Hi @sanjai0py I'm so sorry I never closed the bug report. Actually I just created it to fix it myself but already noticed back then that it doesn't occur anymore in the latest master from git. So I did not investigate further. Based on your comment I now just tested and can confirm that the issue is fixed in v1.20.1


File naming issue

Dear CJ,
If I run
cj parrun run_all_experiments.py
CJ throws an error.
If, on the other hand, I run
cj parrun main.py
it works fine.

@vardanp91 thanks. I will fix it. But as a general rule, you should give meaningful names to your experiments as they will be bundled together.
For example, you can use ‘deepdenosing.py’ and any experiment of this sort will be under deepdenoising folder then.


fix(build): check if permissions dir exists before adding cargo:rerun-if-changed

closes #9062

Thank you so much! I found out the workaround myself (by creating an empty permissions dir), but appreciate the appropriate solution.


Nogovernment found

Conversion from EU4 1.24 1.23 give most (but not all) countries nogovernment.
EDIT: including #446

Closed because duplicate


fix(init) rework wait-for-db socket workaround

What this PR does / why we need it:
Use a temporary KONG_PREFIX for wait-for-db, rather than using the standard prefix and removing leftover files. This avoids the general class of issue described in #295. As that issue is still present on versions of Kong after 2.3, it looks like we'll need to keep the workaround indefinitely, unless we can figure out why we're still leaking socket files despite the upstream fix.
Which issue this PR fixes
(optional, in fixes #<issue number>(, fixes #<issue_number>, ...) format, will close that issue when PR gets merged)

fixes #295

Special notes for your reviewer:
Found while testing the 2.7 nightly. This adds an additional socket (and somehow makes the existing rm not work): https://github.com/Kong/kubernetes-testing-framework/pull/168#issuecomment-983180853
Checklist
[Place an '[x]' (no spaces) in all applicable fields. Please remove unrelated fields.]

[x] PR is based off the current tip of the next branch and targets next, not main
[x] Commits follow the Kong commit message guidelines

Effectively it's just starting Kong from a clean slate same as it would in DB-less mode. Existing tests are fine for this since any issue with it would prevent the Postgres-backed instance from starting at all (either wait-for-db would never succeed or proxy would try to start in some environment where that was impossible).


timesLimit results are undefined

Similar to #30, but for timesLimit instead.
I have it fixed already, just need access so I can make a PR.

Fixed in 60e094003eb0be44383e66691276121001bca406


Add the complex-type support to

Part of https://github.com/apache/incubator-pinot/issues/6904
Description
Add the complex-type support in the decoder/reader for realtime/offline ingestion. So the fields to read will parse path with complex-type and read the fields accordingly.
Also, update the quickstart examples to include all fields under the complex-type structure after flattening/unnesting.

Codecov Report

Merging #6945 (a0bf74a) into master (6f4790f) will decrease coverage by 0.05%.
The diff coverage is 27.27%.

:exclamation: Current head a0bf74a differs from pull request most recent head 534e5cc. Consider uploading reports for the commit 534e5cc to get more accurate results

@@             Coverage Diff              @@
##             master    #6945      +/-   ##
============================================
- Coverage     65.41%   65.36%   -0.06%
  Complexity       12       12
============================================
  Files          1432     1432
  Lines         70933    70944      +11
  Branches      10276    10278       +2
============================================
- Hits          46399    46370      -29
- Misses        21202    21230      +28
- Partials       3332     3344      +12

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Complexity Δ

unittests
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12.00 <0.00> (ø)

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Engine rolls into framework failing due to mac build tests

Not clear what the error is exactly, it looks like the last two were due to a mac build test shard timing out
https://logs.chromium.org/logs/flutter/buildbucket/cr-buildbucket/8789522709912027841/+/u/run_test.dart_for_build_tests_shard_and_subshard_1_4/test_stdout
https://logs.chromium.org/logs/flutter/buildbucket/cr-buildbucket/8789522709912027841/+/u/run_test.dart_for_build_tests_shard_and_subshard_1_4/test_stdout

and again https://github.com/flutter/flutter/pull/120477


Installing/building using flake fails.

When I try to install himalaya using flake, it fails the same way as in the CI:
https://github.com/pimalaya/himalaya/actions/runs/11785895772/job/32828055557#step:5:1875

No luck, it just broke yesterday due to my last commit. Looks like nix cannot find path to the git repo, in order to collect infos like git branch or revision.

Ah yes, Nix clones the git repository, but doesn't include the .git directory in the build environment, for reproducibility/purity reasons, as the .git directory is not reproducible (e.g. it contains info about remote branches). You probably want to add some environment variable override, and set that from the nix flake.

I have hard time to see how to automatically take git information then. I would like to avoid manual env var or file. Any idea?

Just found something interesting, looks like git infos are already available (at least in flakes):
https://stackoverflow.com/questions/67025103/how-inject-git-revision-into-nix-derivation

Yes I get you, manual versions are annoying -- what I would do is use the sourceInfo.* bits to make a hash/date based version, and for your CI, I would run git describe, and pass the output of that into the flake -- I will make an example when I'm at my desktop in a couple of hours :)

Fixed by https://github.com/pimalaya/himalaya/commit/36f3690cbaf473a4be880642ff978d84769b4c61, so this issue can be close. Alternative are welcomed!


Messages are getting stuck in the DHT and not deleted

I was speaking to a user and I've had a message of his repeat randomly. He also had one of mine repeat randomly. He didn't go offline during our conversation. I know what's happening so I can ignore these duplicates if I have the sense at the time to spot them, but it's very confusing for new users when they see me repeat 'No Problem.' randomly and out of context.
Is there anything that can be done about this?

Suddenly, another 4 messages from the DHT:

I have it check for duplicate messages before saving to the db, but it doesn't stop it from pushing it to the UI. I'd have to think about how to do that.

I'm also sending the messages somewhere. What is the method you use to
check for duplicates? Do you check the entire conversation history or only
up until a certain time in the past?
On Wed, Mar 2, 2016 at 5:24 PM, Chris Pacia<EMAIL_ADDRESS>wrote:

I have it check for duplicate messages before saving to the db, but it
doesn't stop it from pushing it to the UI. I'd have to think about how to
do that.
—
Reply to this email directly or view it on GitHub
https://github.com/OpenBazaar/OpenBazaar-Server/issues/252#issuecomment-191335993
.

It checks if the message is already in the db when trying to save it.


I can't reach comfortably the "yesterday" tick due the plus (+) button

Could you allow to raise the list just enough to make the buried button reachable?

please provide your device model and android version. 😉

 FAB will obstruct the displayed content in the list with some DPI

Fixed in version "v1.5.1+15"


Enable more rules for ruff

Good job :+1:

@sergei-iurchenko @Natim thank you for the review! 🦸♂


Allow debugging configuration templates, and playbook

This is a need I've had a few weeks ago, and now my teammate @maayanch has the same need as well.
We have a Cloudprober configuration template that may have different variables, different regular expressions that we match, etc. Sometimes it doesn't match the machines we think it should be matching. We want to understand how to debug it so we wouldn't have to do trial-and-error in the dark. We want visibility into all the variables. We want to be able to print stuff and see the output.
Are these things currently possible? If so, there should be a playbook or a documentation page that shows the different ways to debug Cloudprober configuration templates.

There is a "--dumpconfig" flag to dump the parsed config. Parsed config is also available at http://cloudprober-host:9313/config. I guess you want to dump all the variables too, which cloudprober sort of does, though not directly. Cloudprober uses sysvars while parsing the config[1], and sysvars are exported just like any other metric (you can see them at stdout through default file surfacer, /metrics URL, or logs (--logtostderr)).
[1] - https://github.com/google/cloudprober/blob/30fb6ab52e5473f64f2f9fadeb3d40aa8ef895f2/cmd/cloudprober.go#L161

Thank you. I've never started Cloudprober manually, how do I get it to use this flag?


improves README.md a bit, thanks to commitstrip illustration and a bi…

…t larger disclaimer on the project motivation

Codecov Report

Merging #24 (e4fb006) into master (bb697e8) will not change coverage.
The diff coverage is n/a.

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##           master      #24   +/-   ##
=======================================
  Coverage   67.98%   67.98%
=======================================
  Files           7        7
  Lines         406      406
=======================================
  Hits          276      276
  Misses        112      112
  Partials       18       18

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Disable edit button when zoomed out too far

When zoomed out far enough away the edit button and the drop down options should be marked as disabled. It should follow the same zoom level that the OSM website uses and similarly display “Zoom in to edit the map” when interacted with.

I'm not sure there's a need for such a limitation, at least for iD. I think of the Edit button more like "open this area in iD". Maybe I want to check out a region on aerial imagery and then zoom in on a river to edit afterward. The OSM website needs to have constraints to guide for beginners but I assume waterwaymap.org is for more advanced mappers.

I'm not terribly opposed to this sort of feature. But I don't want to add too much complexity to WWM.org. I don't want to try to think about matching how OSM.org does things. I'm happy to follow the UNIX approach of just letting the user do what they want.
if someone has a patch then I'll consider it. Otherwise, I'll close this.


Incorrect offset of const buffer in D3D11 HLSL

Description
We have a shader that defines the following struct:

struct Light
{
	float3 position;
	uint lightMask; // <--- This one wrecks off RenderDoc
	float4 diffuse;
	float3 specular;

	float3 attenuation;
	float4 spotDirection;
	float4 spotParams;
};

cbuffer PassBuffer : register(b0)
{
struct _PassBuffer
{
    ...
    Light lights[3];
};
}passBuf;

passBuf.lights[0] is recognized fine by RenderDoc.
However passBuf.lights[1] and passBuf.lights[2] are not, as if there was some missing padding
Our OpenGL version works fine.
I can tell this is a RenderDoc because:

To the best of my knowledge according to D3D11 packing rules, my code is correct
The rendered output looks 100% correct, however by looking how off the values end up, the spot lights in the scene should be completely screwed (position, direction, NaN and negative colours, all should be wrong)

Steps to reproduce

Open the uploaded rdc capture
Select almost any draw call from the final target to the window
See the pass buffer (see screenshot)

Environment

RenderDoc version: 1.5
Operating System: Windows 10
API: Direct3D 11

Uploads will follow very soon

Capture:
Incorrect.rdc.zip
HLSL Shader code:
ShaderCode.hlsl.txt
Generated asm from fxc.exe to compare the offsets:
OutputShaderFromFXC.asm.txt
Exact step where things go wrong:

I forgot one more detail.
This bug only happens when we enable fine grained light masks. When that's enabled, we define our shader as:
	float3 position;
	uint lightMask;

However when that feature is disabled, we define the struct as:
	float4 position; //float4, not float3

and RenderDoc prints the output correctly

Thanks for the report. Can you test out a recent nightly build? I think this is the bug that was fixed in 273a87e6 as reported by someone else coincidentally recently. At least when I load the capture you uploaded in a recent nightly, the constant buffer seems to have correct values.

Talk about FAST!
Damn, you do deserve Ogre 2.1's codename named after you.
Yeah, the offsets are correct in latest Nightly


Option to Output Hidden Layer Outputs in NN Evaluation

User can set a hidden layer index, then output such hidden layer values in eval together with score output

add 'shifu.nn.output.hiddenlayer.index' in shifuconfig or in command line '-Dshifu.nn.output.hiddenlayer.index=<>';
Take this nn:
I(0) -> H(1) -> H(2) -> O(3)
Index set to 2 means H(2) values output together with final layer.
Done in develop branch, still need further validation.

Final index output schema is called "model_i_j_k", i is bagging index, j is hidden index and k is hidden neural index.  Check eval score .pig_header for such schema information.

Another task needs TODO: if shifu.nn.output.hiddenlayer.index is set to -1, output all hidden values in all hidden layers.


Display version number on the interface at all times by default

As a beginner, I'm having trouble following tutorials because subtle differences between versions create errors and uncertainty that could be easily avoided if I were able to reproduce their exact environment. This is a problem for noobs because our debugging skills are not very high yet. I posted on Reddit about this and the thread got some traction. Ideally, tutorial makers should inform the version of Godot they are using, but if the version number was displayed by default the problem would be instantaneously solved.

What would be a good location in the editor window to display the version number? Any mockup suggestions? :slightly_smiling_face:

As per #28946 The editor title.

@Megalomaniak I thought about it as well, but I'm not sure if it's the best location since the window title can be hidden in many cases (e.g. if the window is made fullscreen or borderless by the user, which might be the case when people record tutorials).

Then perhaps in front of the renderer selection, so it would say for an example Godot 3.2 GLES2 With GLES2 being the selector menu?

What would be a good location in the editor window to display the version number? Any mockup suggestions?

Maybe around here:

What about here? (with clip_contents on, so that it won't cause size-related bugs on small screens)

I'd like to use the top-right corner for this, as it's the same location as in Blender (so people know where to look at).

So Blender users know where to look.


CLOUD-269 Support encrypted communication between nodes

This isn't going to work for non-encrypted scenarios. I think this is something we will just need to document vs template explostion


Increase uniformity in writing style

For increased readability, improve the uniformity in writing style; for example, standardize on a "before / after" format...
This is very much under "polish"

Yup.


Allow History Sorting

Closes #101

While i love this i do think we should instead switch it to a standard control that can do the sorting for us.  The issue there becomes how to style it to match.  However i don't think implementing the sorting in the viewmodel is what we want.

Could you please point me to some reference how a "standard control" would look like?

https://msdn.microsoft.com/en-us/library/system.windows.controls.gridview(v=vs.110).aspx


Demo site not working

Just prints You are running PHP 7.2.24-0ubuntu<IP_ADDRESS>, but Grav needs at least PHP 7.3.6 to run.
http://hypertext.artofthesmart.com/

Thanks for the heads up!  Fixing this now...

And we're back!  Thanks for letting me know- I literally would've had no clue.


Image wrapping edge case bug

I loaded 10 images from coco-2017 validation and the last image overflows the second line.
You should be able to reproduce as follows:
import fiftyone as fo
import fiftyone.zoo as foz
from fiftyone import ViewField as F

images = [
    "001348.jpg", "004329.jpg", "003969.jpg", "000868.jpg", "000035.jpg",
    "002645.jpg", "004965.jpg", "000641.jpg", "004510.jpg", "001147.jpg"
]

dataset = foz.load_zoo_dataset("coco-2017", split="validation")

view = dataset.match(F("filepath").re_match("(%s)$" % ("|".join(images))))

session = fo.Session(view=view)

What version of the app are you using? Wrapping behavior has changed in a couple ways since 0.5.0.

latest develop

Confirmed that https://github.com/voxel51/fiftyone/pull/398 fixes the above case


Makefile: reorder all targets

reorganize the '*-all' targets for better clarity,
and make sure we have the 'binary-e2e-all' target.
Signed-off-by: Francesco Romani<EMAIL_ADDRESS>

/retest
same old flake, we will get to it

/lgtm


fix: skip map link

Pull Request Template
Issue Overview
This PR addresses #268

[x] This change addresses the issue in full
[ ] This change addresses only certain aspects of the issue
[ ] This change is a dependency for another issue
[ ] This change has a dependency from another issue

Description
The listings map experience on Doorway is not accessibility nor does it provide clear value to screen-reader users. While @eajensenwa and I considered the approach here with aria-hidden, it would only skip the map with arrow navigation but with tabbing, all the zoom controls and pins would still receive focus. Given this, I decided to implement a skip link over the map so that user's could avoid tabbing over the entire map experience.
How Can This Be Tested/Reviewed?
This can be tested by pulling this down locally, turning on the screen reader on the listings page, and tabbing through the page until you get to the skip map link, click enter and then tab again. This will show the focus is now on the listings list.
Checklist:

[x] My code follows the style guidelines of this project
[x] I have added QA notes to the issue with applicable URLs
[x] I have performed a self-review of my own code
[ ] I have reviewed the changes in a desktop view
[ ] I have reviewed the changes in a mobile view
[ ] I have commented my code, particularly in hard-to-understand areas
[x] I have made corresponding changes to the documentation
[ ] My changes generate no new warnings
[ ] 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
[ ] Any dependent changes have been merged and published in downstream modules
[ ] I have assigned reviewers
[ ] I have run yarn generate:client and/or created a migration if I made backend changes that require them
[x] My commit message(s) is/are polished, and any breaking changes are indicated in the message and are well-described
[ ] Commits made across packages purposefully have the same commit message/version change, else are separated into different commits

Reviewer Notes:
Steps to review a PR:

Read and understand the issue, and ensure the author has added QA notes
Review the code itself from a style point of view
Pull the changes down locally and test that the acceptance criteria is met
Also review the acceptance criteria on the Netlify deploy preview (noting that these do not yet include any backend changes made in the PR)
Either explicitly ask a clarifying question, request changes, or approve the PR if there are small remaining changes but the PR is otherwise good to go

On Merge:
If you have one commit and message, squash. If you need each message to be applied, rebase and merge.

Translations:
Spanish: Saltar mapa de listados
Traditional Chinese: 跳過清單地圖
Vietnamese: Bỏ qua bản đồ danh sách
Tagalog: Laktawan ang mapa ng mga listahan


combineActions with Async actions

Hi! I have an issue using the combineActions tool with async actions.
Seems that the combineActions only accept plain object responses.
Is this correct?  Is there a plan to accept Promise for the combineActions?
thanks!

I'm closing this for now, but if you have more to add to this discussion, please feel free to


Win pipeline

Pull Request Test Coverage Report for Build<PHONE_NUMBER>

0 of 0   changed or added relevant lines in 0 files are covered.
No unchanged relevant lines lost coverage.
Overall coverage remained the same at 64.829%

Totals

Change from base Build<PHONE_NUMBER>:
0.0%

Covered Lines:
3143

Relevant Lines:
4796

💛  - Coveralls


Remove $ref field from Channel Item Object in next breaking change version (3.0.0)

This is continuation of https://github.com/asyncapi/spec/issues/607. Changes for AsyncAPI 2.3 has already been issued.
AsyncAPI 2.3
The aim here is to limit complexity and bring more flexibility.

[x]  Deprecate the use of $ref fixed field in Channel Item Object
[x]  Introduce new fixed field called channels in Components Object with type of Map[string, Channel Item Object]

AsyncAPI 3.0.0
The aim here is to have single referencing mechanism within AsyncAPI 3.x spec (reducing complexity) - Reference Object

[x] Remove $ref from Channel Item Object fixed fields
[x] Change Channels Object patterned field type to Reference Object | Channel Item Object
[x] Components Object.channels field type will change to Map[string, Channel Item Object | Reference Object]

PR has been issued for next-major-spec branch.

As I can see we can close this issue as it's completed both for version 2 and 3.
cc @char0n @fmvilas @derberg @dalelane

@jonaslagoni sure, fine with me.

I don't think we should close as long as 3.0 is not yet merged and released.
We should rather make sure it is linked in description of https://github.com/asyncapi/spec/pull/759 with info that it will be solved after the merge

Be patient @github-actions ;]

Reopening due to https://github.com/asyncapi/spec/issues/699#issuecomment-1273650238


Correct link to omnibor glossary definition

A bit of a trivial change so most of the PR template doesn't apply
💣 Quality Control
(All items must be checked before a PR is merged)
Did you…

[ ] Mention an issue number in the PR title?
[ ] Update the version # in the build file?
[ ] Create new and/or update relevant existing tests?
[ ] Create or update relevant documentation and/or diagrams?
[ ] Comment your code?
[ ] Fix any stray verbose logging (removing, or moving to debug / trace level)?

Thank you very much 🙏🏾

Sure thing!


ScoreCAM empty cam_per_layer

In ScoreCAM implementation, if we set target_layers, we get warning "Warning: You are using ScoreCAM with target layers, however ScoreCAM will ignore them". But when we call it with target_layers=[], the resulting cam_per_layer is of course empty, and this raises error with aggregate_multi_layers(cam_per_layer).

Thanks for reporting this.
Yes, it's a bug - score cam should work without target layers.
Need a PR to fix this.
In the meanwhile I think you can pass a dummy value in target_layers.

Thanks for the response. I will avoid it for now.


Jodit Version:  3.3.24
Browser:  Chrome
Is React App:  True
I try to use insertNode function to insert
 element, but always have one invisible element after my insert node like below photo

I read source code and it show setCursorAfter function insert fake node

so why this function insert fake node? and how can i do to insert a node without invisible element

@zackzergzeng Because some browsers handle such a cursor differently.

test

|
in chrome it will be converted to
test|
and in FF it will work as you expect;
Therefore, the editor itself adds a text node.
to determine this behavior.
The method returns a fakeNode so you can remove it right away if it doesn't suit you

But insertNode function do not return this fakeNode. So how can I do to remove fakeNode after insertNode?

I use setTimeout and selection.removeNode function to find and remove this fake node.


CalculateTaxTotal

tax_total, tax_included_total
//if(item_tax_included, 0, item_tax) + if(shipment_tax_included, 0, shipping_tax)

Read only, auto calculated field in API


Branch add UI info panels for Person and Lesson

Fixes #60

Codecov Report

Merging #62 (8ba3ed8) into master (5bc9d25) will decrease coverage by 2.98%.
The diff coverage is 0.00%.

@@             Coverage Diff              @@
##             master      #62      +/-   ##
============================================
- Coverage     63.07%   60.09%   -2.99%
  Complexity      410      410
============================================
  Files            81       85       +4
  Lines          1449     1521      +72
  Branches        154      156       +2
============================================
  Hits            914      914
- Misses          501      573      +72
  Partials         34       34

Impacted Files
Coverage Δ

src/main/java/seedu/address/ui/MainWindow.java
0.00% <0.00%> (ø)

...ain/java/seedu/address/ui/infopanel/InfoPanel.java
0.00% <0.00%> (ø)

...va/seedu/address/ui/infopanel/LessonInfoPanel.java
0.00% <0.00%> (ø)

...va/seedu/address/ui/infopanel/PersonInfoPanel.java
0.00% <0.00%> (ø)

...va/seedu/address/ui/listpanel/LessonListPanel.java
0.00% <ø> (ø)

...ain/java/seedu/address/ui/listpanel/ListPanel.java
0.00% <0.00%> (ø)

...va/seedu/address/ui/listpanel/PersonListPanel.java
0.00% <ø> (ø)

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Fixes #60


Exception being ignored in dealloc (and in C++ class destructor)

Hi, I have a code that is like the following simplified test case:
cdef class RaiseOnDealloc:
    def __cinit__(self):
        print('Entered RaiseOnDealloc.__cinit__')

    def __dealloc__(self):
        print('Entered RaiseOnDealloc.__dealloc__')
        raise RuntimeError('Something bad')
        print('After raising')

def test_raise_on_dealloc():
    print('Entered test_raise_on_dealloc')
    cdef RaiseOnDealloc r = RaiseOnDealloc()
    print('Body of test_raise_on_dealloc')

the output of calling test_raise_on_dealloc() is this:
Entered test_raise_on_dealloc
Entered RaiseOnDealloc.__cinit__
Body of test_raise_on_dealloc
Entered RaiseOnDealloc.__dealloc__
Exception ignored in: 'RaiseOnDealloc.__dealloc__'
RuntimeError: Something bad

The RuntimeError is not being propagated by test_raise_on_dealloc. Is there a way for it to not be ignored? Unfortunately __dealloc__ is only valid as a def function, and it doesn’t accept except +.
Even if I move the class to C++ and declare it with cdef cppclass, it’s still not possible to propagate exceptions from its destructor, since there seems to be no way to declare destructors on cdef cppclass declarations.

I just hit this bug too and was surprised this is still not fixed after 3+ years...🤦🏻♂

I just hit this bug too and was surprised this is still not fixed after 3+ years...🤦🏻♂

As a general rule you shouldn't be raising exceptions from destructors (either from C++ or Python). The basic problem is that destructors are often called while handling other exceptions and you can't have two exceptions at once.
It isn't completely clear from the documentation what the rules are for exceptions in tp_dealloc. tp_finalize (which we don't yet support) definitely requires the exception state to be restored on exit.
So I'm not really convinced this is a bug. Swallowing the exception is definitely a sensible implementation choice (and probably the most sensible one)

As a general rule you shouldn't be raising exceptions from destructors (either from C++ or Python). The basic problem is that destructors are often called while handling other exceptions and you can't have two exceptions at once.
It isn't completely clear from the documentation what the rules are for exceptions in tp_dealloc. tp_finalize (which we don't yet support) definitely requires the exception state to be restored on exit.
So I'm not really convinced this is a bug. Swallowing the exception is definitely a sensible implementation choice (and probably the most sensible one)

Thanks, @da-woods, you're absolutely right. Destructors shouldn't raise. I had a long day when I searched and googled for this issue.
In addition to improving the doc, do you think there's anything smart that Cython can do? For example, can it tell if a function called in __dealloc__ could raise, and warn/error out at compile time?

Thanks, @da-woods, you're absolutely right. Destructors shouldn't raise. I had a long day when I searched and googled for this issue.
In addition to improving the doc, do you think there's anything smart that Cython can do? For example, can it tell if a function called in __dealloc__ could raise, and warn/error out at compile time?

Pretty much ever Python function call in could raise an exception, so I'm not sure how useful such a warning would be.

Pretty much ever Python function call in could raise an exception, so I'm not sure how useful such a warning would be.

Yes, that's a fair point. We wouldn't know such information beforehand. But how about C/C++ functions wrapped by Cython? We will know, wouldn't we?

Yes, that's a fair point. We wouldn't know such information beforehand. But how about C/C++ functions wrapped by Cython? We will know, wouldn't we?

@leofang It's probably possible for the simplest case, but once you add a try except block it suddenly becomes harder to tell if they're handled or not (remember the tuple of types that except catches need not be a constant).
I think a runtime message (like we have now) is probably the most sensible option.

@leofang It's probably possible for the simplest case, but once you add a try except block it suddenly becomes harder to tell if they're handled or not (remember the tuple of types that except catches need not be a constant).
I think a runtime message (like we have now) is probably the most sensible option.

Sounds like there's some Cython internal that I should learn more to understand 😅 But thanks for the insight @da-woods!

Sounds like there's some Cython internal that I should learn more to understand 😅 But thanks for the insight @da-woods!


Unstable test test_stale_read::test_read_index_when_transfer_leader_2

Bug Report

[2021-07-02T13:49:47.767Z] test cases::test_stale_read::test_read_index_when_transfer_leader_2 ... thread 'main' panicked at 'can't get value Some("v0") for key 6B30', components/test_raftstore/src/util.rs:76:5
[2021-07-02T13:49:47.767Z] stack backtrace:
[2021-07-02T13:49:47.767Z]    0: rust_begin_unwind
[2021-07-02T13:49:47.767Z]              at /rustc/16bf626a31cb5b121d0bca2baa969b4f67eb0dab/library/std/src/panicking.rs:493:5
[2021-07-02T13:49:47.767Z]    1: std::panicking::begin_panic_fmt
[2021-07-02T13:49:47.767Z]              at /rustc/16bf626a31cb5b121d0bca2baa969b4f67eb0dab/library/std/src/panicking.rs:435:5
[2021-07-02T13:49:48.026Z]    2: test_raftstore::util::must_get
[2021-07-02T13:49:48.026Z]              at /home/jenkins/tikv-src/components/test_raftstore/src/util.rs:76:5
[2021-07-02T13:49:48.026Z]    3: test_raftstore::util::must_get_equal
[2021-07-02T13:49:48.026Z]              at /home/jenkins/tikv-src/components/test_raftstore/src/util.rs:84:5
[2021-07-02T13:49:48.026Z]    4: failpoints::cases::test_stale_read::test_read_index_when_transfer_leader_2
[2021-07-02T13:49:48.026Z]              at /home/jenkins/tikv-src/tests/failpoints/cases/test_stale_read.rs:340:5
[2021-07-02T13:49:48.026Z]    5: failpoints::cases::test_stale_read::test_read_index_when_transfer_leader_2::{{closure}}
[2021-07-02T13:49:48.026Z]              at /home/jenkins/tikv-src/tests/failpoints/cases/test_stale_read.rs:323:1
[2021-07-02T13:49:48.026Z]    6: core::ops::function::FnOnce::call_once
[2021-07-02T13:49:48.027Z]              at /rustc/16bf626a31cb5b121d0bca2baa969b4f67eb0dab/library/core/src/ops/function.rs:227:5
[2021-07-02T13:49:48.027Z]    7: test_util::runner::run_test_with_hook::{{closure}}::{{closure}}
[2021-07-02T13:49:48.027Z]              at /home/jenkins/tikv-src/components/test_util/src/runner.rs:64:21
[2021-07-02T13:49:48.027Z]    8: core::ops::function::FnOnce::call_once{{vtable.shim}}
[2021-07-02T13:49:48.027Z]              at /rustc/16bf626a31cb5b121d0bca2baa969b4f67eb0dab/library/core/src/ops/function.rs:227:5
[2021-07-02T13:49:48.027Z]    9: <alloc::boxed::Box<F,A> as core::ops::function::FnOnce<Args>>::call_once
[2021-07-02T13:49:48.027Z]              at /rustc/16bf626a31cb5b121d0bca2baa969b4f67eb0dab/library/alloc/src/boxed.rs:1546:9
[2021-07-02T13:49:48.027Z] note: Some details are omitted, run with `RUST_BACKTRACE=full` for a verbose backtrace.
[2021-07-02T13:49:49.405Z] FAILED

What version of TiKV are you using?

What operating system and CPU are you using?

Steps to reproduce

in ci https://ci.pingcap.net/blue/organizations/jenkins/tikv_ghpr_test/detail/tikv_ghpr_test/3521/pipeline
What did you expect?
What did happened?

It's caused by a slow disk.
[2021-07-02T13:50:10.531Z] 21:49:46.849 snap.rs:806: [INFO] scan snapshot, takes: 5.420526425s, size: 1051, key_count: 1, snapshot: /tmp/test_clusterahmjrJ/gen_1_6_9_(default|lock|write).sst, region_id: 1

The time of generating snapshot is too long. I think maybe we can ignore this failure if the frequency is very low.

This issue has become out-of-date. Given that no further feedback regarding this issue has been reported, it can be safely closed.


No icon on menu with submenu

Hi, first of all i want to thank you for this great package.
Im having trouble to display icon in a menu with submenu. Even if i try the example on the page.
As seen in the image below the "Preferences" or "Change Theme" have icon and submenu, but when I run it they have only text.
The icons are shown when the menu doesnt have submenus without any trouble.

Is it something that has been deprecated or just a bug?.
Regards.

Hi @marianodrz,
thank you a lot for the issue! You are right, as there was a line missing to display the icon in a submenu button.
I have now uploaded a new version 0.5.3 to pub.dev. Let me know, if it worked for you. This is the result before and after:

Hi @iakmds,
I've tested the new version and now it works great 😄.
Thx for the effort. Nice package.


Misc blockly fixes

Only show group labels when there are blocks in that group
Use groups for subcategories
Show a subcategory heading label such as:

Fix icondropdown field removing its explicit width when it's hidden

Looks great!


Docusaurus v3.3 upgrade

Purpose of this pull request
Docusaurus v3.3 upgrade. Need front-end dev assistance to resolve blocking errors.
Select the type of change

[ ] Minor Changes - Typos, formatting, slight revisions
[ ] Update Content - Revisions, updating sections
[ ] New Content - New features, sections, pages, tutorials
[x] Site and Tools - .clabot, version updates, maintenance, dependencies, new packages for the site (Docusaurus, Gatsby, React, etc.)

Ticket (if applicable)
https://sumologic.atlassian.net/browse/DOCS-99

Purpose of this pull request
Docusaurus v3.3 upgrade. Need front-end dev assistance to resolve blocking errors.
Select the type of change

[ ] Minor Changes - Typos, formatting, slight revisions

[ ] Update Content - Revisions, updating sections

[ ] New Content - New features, sections, pages, tutorials

[x] Site and Tools - .clabot, version updates, maintenance, dependencies, new packages for the site (Docusaurus, Gatsby, React, etc.)

Ticket (if applicable)
https://sumologic.atlassian.net/browse/DOCS-99

Thank you. We are blocked on this one. Have been working on it for about a month and will need dev assistance. I've noted it in the description and Jira ticket.


Can you use this to create a wizard (multi-step) form?

I was looking at this and was wondering if you can create multi-step forms with it?  Is that something you have support for?

Yes! It's one of the biggest reasons that you would implement forms with Redux in the first place.
What specifically do you need help with?

Do you have an example showing that?  Just want to see how to show steps and see if you can do two things:

Allow branching (if you choose answer A, we go down one path.  Answer B down another)

Can I inject steps dynamically (if we make an API call, can I use the results from that to add additional steps into the form?

Allow branching (if you choose answer A, we go down one path. Answer B down another)

How would you solve this in React? Using React-Router/etc? That's the same solution that you would use.

Can I inject steps dynamically (if we make an API call, can I use the results from that to add additional steps into the form?

Yes, of course:
// in render()
const models = ['foo', 'bar', 'baz'];

return (<div>
  {models.map(model => <Control.text model={`user.${model}`) />}
</div>);

Thanks David.  That helps a lot.  Is there an example showing how to make a wizard?  Like showing one step at a time with a next button?

Nevermind, I figured it out.  Thanks again

Awesome! Feel free to share the code here too, would be great for others to learn from.

@tchristian32 do you have an example that you can post?


fix: strict CIDR IP validation; bump version

Related Items
Issues

Closes #290

This PR will be closed in an hour.


[BUG] Warp CUDA error

Bug Description
isn't that funny?

System Information

I'm not sure what's going on and I can't reproduce an issue on my system, but have you tried installing warp-lang from PyPI? From the image you posted, it seems you installed warp_lang-1.5.0+cu11-py3-none-manylinux2014_x86_64.whl, which works on my system with driver 560.35.03. But I guess we might get more information if you run into the same issue with the warp-lang on PyPI.
FYI, Warp actually doesn't use the nvcc in your system path unless you are building Warp from source.
There was a recent commit from @nvlukasz on the main branch that fixed an issue with driver entry points, but it was meant to fix something else: 2df89edcb0bccbb248dc2a3f17bea24dee08dde9 Might be worth building Warp from the main branch on your local system and seeing what happens.


Update README.md

Hi, it would be great to have a short name for the repo to give the users a quick idea of what it is about. Feel free to rephrase if needed.

thanks for the review @alina-yur


Python Program to Print the Fibonacci sequence

Hi @Jadu07, I would like to contribute this problem. Can you assign this issue to me with the label hacktoberfest hacktoberfest-accepted

Hi @Jadu07  I would like to contribute this problem. Can you assign this issue to me with the label hacktoberfest hacktoberfest-accepted