Document caveats with Control's mouse_entered/mouse_exited signals

See https://github.com/godotengine/godot/issues/16854.

Thanks!

Cherry-picked for 3.4.

Cherry-picked for 3.3.3.


preGA support

Need to support OCP preGA to use mirrored catalog and images.

https://github.com/borball/sno-agent-based-installer/commit/638c686d767ca692ccd283e23596a6ae47defd91


exit if connection is closed

This should fix the infinite loop that happens when a server goes down or the connection exits for any reason.

Thanks!


Page Numbers Over 3 concatenate urls

The link logic was concatenating the next/previous page number onto the current url, creating bad links.
For example, the href for Next Page → on page 2 would be http://localhost:8000/2/3.  This fix goes a level up to ensure we're replacing the current page in the path with the previous/next page.

Sorry for not replying sooner, thanks for your PR and this is solved by #102 so I'll close this one.

Sorry for not replying sooner, thanks for your PR and this is solved by #102 so I'll close this one.


Doc : Import block in Sketchware Pro

@NiceSapien I have added fixed all problems please check preview and review pull req.


K8SSAND-1642 ⁃ Add a valid status condition for K8ssandraCluster

What is missing?
We have a lot of OpenAPI validation checks for the K8ssandraCluster CRD. For checks that have to be applied dynamically at runtime we have a validating webhook. There are also some validation checks performed during the reconciliation loop.
Several things are needed:

There needs to be a Valid status condition that is set to false when there are validation errors

The condition should include specific details about what the errors are

The validation checks performed in the webhook should also be performed during reconciliation (and vice versa)
Validation checks should be performed as early as possible during reconciliation

Why do we need it?
First, let's address why we need validation checks during reconciliation if we have a validating webhook. It's because the operator can be deployed without the webhook.
We need a Valid condition to better surface validation errors. When there is a validation error during reconciliation, the user won't find out until he looks at the operator logs. The status condition will let him know right away and can be easily monitored.
Validation checks should be performed as early as possible during reconciliation. We should fail fast and avoid doing unnecessary work if the desired state is invalid. That's not the case today. Furthermore, we have validation checks scattered in different places. Ideally, those checks should happen in a single place.
Environment

K8ssandra Operator version:
v1.1.1

**Anything else we need to know?**:

┆Issue is synchronized with this Jira Task by Unito
┆friendlyId: K8SSAND-1642
┆priority: Medium

Hey team! Please add your planning poker estimate with ZenHub @jsanda @Miles-Garnsey


Add debian for Tor repo

Add debian for Tor repo

This will be solved in the Tor setup refactoring, but merging for now so the build can succeed on x86 debian


structure of cdk for dialog changed in latest material comparing with version 2.

Bug, feature request, or proposal:
BUG
What is the expected behavior?
when i open dialog. content of page should not be get blank.
What is the current behavior?
when i open dialog content of page is getting blank.
What are the steps to reproduce?
step to produce this.
step 1: open dialog without scroll page. you will be able to see the page content.
step 2: open dialog after doing some scrolling. here you will be able to see that content of page is blank.
Which versions of Angular, Material, OS, TypeScript, browsers are affected?
"@angular/material": "5.0.0-rc.2"
"@angular/cdk": "5.0.0-rc.2"
Is there anything else we should know?
here is capture the image of old and new version of material cdk stucture
Old structure
version
"@angular/material": "2.0.0-beta.8"
"@angular/cdk": "2.0.0-beta.8"

new strucure
version
"@angular/material": "5.0.0-rc.2"
"@angular/cdk": "5.0.0-rc.2"

Can you provide a reproduction in either Plunker or StackBlitz

i am not able to reproduce this in plunker but getting this issue in my project.
can you please check the difference between 2 image that i upload. why that structure i different.
in plunker i am getting old structure so issue not persist.
when i was using "@angular/material": "2.0.0-beta.8", /cdk": "2.0.0-beta.8" then issue was not there but after updating i m getting this different structure.


fix typo in thi.ng.color.presets

I've encountered an error while using your lib, I think I have fixed it.

thanks @pbaille - good spotting! 👍


No line_num?

Hi!
Is there a reason why line_num functionality is not implemented for the AsyncReader?
Seems to be as easy as adding self._line_num += 1 to the AsyncReader.__anext__() method.
Are there any less obvious implementation details that I'm missing? :thinking:

This would track record numbers, not line numbers. Records can span multiple lines.

Makes sense.
Still, csv nadles the actual line count inside the reader class.
And in aiocsv its functionality is basically replaced by parser/_parser that seem to be aware of the nmbe rfo new lines that got processed to get one record.
Will it be hard to implment the count there?

This should probably be easy to implement, since parser is internal it can just yield line_num, record instead of yield record. I just never been bothered to implement this.

In my particular case I need to report CSV file errors and I need the actual line numner to associate with the erro.


Changing alias will not show "reload filters" message in GUI

Important notices
Before you add a new report, we ask you kindly to acknowledge the following:
[X] I have read the contributing guide lines at https://github.com/opnsense/core/blob/master/CONTRIBUTING.md
[X] I have searched the existing issues and I'm convinced that mine is new.
Describe the bug
I am using several alias in my firewall rules. When changing an used alias, the change is not active after saving the alias, since you have reload the rulesets/apply changes. For all other changes in the rules there appears an information message that the changes will take effect after a reload/applying. When changing the aliases no message is displayed in the WebGUI, nor the user can find anywhere an "apply changes" button...
To Reproduce

Use an alias in some firewall rule, e.g. for a destination port
change the alias, e.g. add another port
no information is displayed in the WebGUI

Expected behavior
There should be displayed an information message with a button to reload firewall rules, when changing an alias, as already implemented when changing firewall rules:

Relevant log files
n/a
Additional context
n/a
Environment
OPNsense 19.1.9-amd64

This was a feature added to the upcoming 19.7.

This seems to still not be a thing. When I update an alias that is associated with a rule, there is no way to apply the change. I must go into the firewall and edit a rule to have the apply button pop up.

When making a change to an alias, it does not apply that change. I must edit a rule with that alias and save it, then apply. On 24.7.3_1
Also checked alias diagnostics, and the IP of my alias is nowhere listed, but I have confirmed that the change of the alias alone definitely does not apply the change without also saving a firewall rule (making no changes) and applying that change.

But do you hit apply on the alias page to apply the alias change?


最新的版本在Mac x64上编译错误

最新的版本在Mac x64上编译错误：
/Users/yutao/Projects/Android/Dobby/builtin-plugin/SupervisorCallMonitor/mach_system_call_log_handler.cc:61:5: warning:       ISO C++11 does not allow conversion from string literal to 'char *'       [-Wwritable-strings] /Applications/Xcode.app/Contents/Developer/Platforms/MacOSX.platform/Developer/SDKs/MacOSX10.15.sdk/usr/include/mach/vm_map.h:1430:7: note:       expanded from macro 'subsystem_to_name_map_vm_map'     { "mach_make_memory_entry_64", 3825 },\       ^ /Users/yutao/Projects/Android/Dobby/builtin-plugin/SupervisorCallMonitor/mach_system_call_log_handler.cc:61:5: warning:       ISO C++11 does not allow conversion from string literal to 'char *'       [-Wwritable-strings] /Applications/Xcode.app/Contents/Developer/Platforms/MacOSX.platform/Developer/SDKs/MacOSX10.15.sdk/usr/include/mach/vm_map.h:1431:7: note:       expanded from macro 'subsystem_to_name_map_vm_map'     { "vm_map_64", 3826 },\       ^ /Users/yutao/Projects/Android/Dobby/builtin-plugin/SupervisorCallMonitor/mach_system_call_log_handler.cc:61:5: warning:       ISO C++11 does not allow conversion from string literal to 'char *'       [-Wwritable-strings] /Applications/Xcode.app/Contents/Developer/Platforms/MacOSX.platform/Developer/SDKs/MacOSX10.15.sdk/usr/include/mach/vm_map.h:1432:7: note:       expanded from macro 'subsystem_to_name_map_vm_map'     { "vm_purgable_control", 3830 },\       ^ /Users/yutao/Projects/Android/Dobby/builtin-plugin/SupervisorCallMonitor/mach_system_call_log_handler.cc:61:5: warning:       ISO C++11 does not allow conversion from string literal to 'char *'       [-Wwritable-strings] /Applications/Xcode.app/Contents/Developer/Platforms/MacOSX.platform/Developer/SDKs/MacOSX10.15.sdk/usr/include/mach/vm_map.h:1433:7: note:       expanded from macro 'subsystem_to_name_map_vm_map'     { "vm_map_exec_lockdown", 3831 }       ^ /Users/yutao/Projects/Android/Dobby/builtin-plugin/SupervisorCallMonitor/mach_system_call_log_handler.cc:126:51: error:       no member named 'sp' in '_RegisterContext'   addr_t closure_trampoline_reserved_stack = ctx->sp - sizeof(addr_t);                                              ~~~  ^ /Users/yutao/Projects/Android/Dobby/builtin-plugin/SupervisorCallMonitor/mach_system_call_log_handler.cc:153:20: error:       no member named 'fp' in '_RegisterContext'   addr_t fp = ctx->fp;               ~~~  ^ /Users/yutao/Projects/Android/Dobby/builtin-plugin/SupervisorCallMonitor/mach_system_call_log_handler.cc:173:39: error:       no member named 'x16' in '_RegisterContext::(anonymous struct at       /Users/yutao/Projects/Android/Dobby/./include/dobby.h:118:5)'   int syscall_rum = ctx->general.regs.x16;

不要构建所有 target, SupervisorCallMonitor 仅适用于 aarch64


Suggestion: Add LeetCode Problem Description + Difficulty

Place the solution in its own folder, and in the folder have a readme that includes the leetcode question and difficulty - reddit  post

Will do hopefully this weekend!
Thanks for bringing this up!

Fixed see PR #18


settings dto in main gui constructor

basically include everything configurable from options and saves +
ability to disable loading


Fresh install doesn't work due to the Lambda runtime parameter of nodejs14.x is no longer supported

I had to deploy this solution using a fresh new account and I had the following problems while deploying:
12:16:26 PM | CREATE_FAILED        | AWS::Lambda::Function      | LogRetentionaae0aa...b201efdd8aFD4BFC8A
Resource handler returned message: "The runtime parameter of nodejs14.x is no longer supported for creating or updating AWS Lambda functions. We recommend you use the new runtime (nodejs20.x) while creating or upda
ting functions. (Service: Lambda, Status Code: 400, Request ID: a51af9b2-12a3-442a-ba18-45569c6552c0)" (RequestToken: 62ace089-cd52-56f4-db27-8ad8601ef421, HandlerErrorCode: InvalidRequest)

 ❌  spot-placement-score-dashboard failed: Error: The stack named spot-placement-score-dashboard failed creation, it may need to be manually deleted from the AWS console: ROLLBACK_COMPLETE: Resource handler returned message: "The runtime parameter of nodejs14.x is no longer supported for creating or updating AWS Lambda functions. We recommend you use the new runtime (nodejs20.x) while creating or updating functions. (Service: Lambda, Status Code: 400, Request ID: a51af9b2-12a3-442a-ba18-45569c6552c0)" (RequestToken: 62ace089-cd52-56f4-db27-8ad8601ef421, HandlerErrorCode: InvalidRequest)
    at FullCloudFormationDeployment.monitorDeployment (/home/ec2-user/.nvm/versions/node/v20.11.1/lib/node_modules/aws-cdk/lib/index.js:427:10615)
    at process.processTicksAndRejections (node:internal/process/task_queues:95:5)
    at async Object.deployStack2 [as deployStack] (/home/ec2-user/.nvm/versions/node/v20.11.1/lib/node_modules/aws-cdk/lib/index.js:430:196919)
    at async /home/ec2-user/.nvm/versions/node/v20.11.1/lib/node_modules/aws-cdk/lib/index.js:430:178888

 ❌ Deployment failed: Error: The stack named spot-placement-score-dashboard failed creation, it may need to be manually deleted from the AWS console: ROLLBACK_COMPLETE: Resource handler returned message: "The runtime parameter of nodejs14.x is no longer supported for creating or updating AWS Lambda functions. We recommend you use the new runtime (nodejs20.x) while creating or updating functions. (Service: Lambda, Status Code: 400, Request ID: a51af9b2-12a3-442a-ba18-45569c6552c0)" (RequestToken: 62ace089-cd52-56f4-db27-8ad8601ef421, HandlerErrorCode: InvalidRequest)
    at FullCloudFormationDeployment.monitorDeployment (/home/ec2-user/.nvm/versions/node/v20.11.1/lib/node_modules/aws-cdk/lib/index.js:427:10615)
    at process.processTicksAndRejections (node:internal/process/task_queues:95:5)
    at async Object.deployStack2 [as deployStack] (/home/ec2-user/.nvm/versions/node/v20.11.1/lib/node_modules/aws-cdk/lib/index.js:430:196919)
    at async /home/ec2-user/.nvm/versions/node/v20.11.1/lib/node_modules/aws-cdk/lib/index.js:430:178888

The stack named spot-placement-score-dashboard failed creation, it may need to be manually deleted from the AWS console: ROLLBACK_COMPLETE: Resource handler returned message: "The runtime parameter of nodejs14.x is no longer supported for creating or updating AWS Lambda functions. We recommend you use the new runtime (nodejs20.x) while creating or updating functions. (Service: Lambda, Status Code: 400, Request ID: a51af9b2-12a3-442a-ba18-45569c6552c0)" (RequestToken: 62ace089-cd52-56f4-db27-8ad8601ef421, HandlerErrorCode: InvalidRequest)

It turns out that the requirements.txt is referencing to an old CDK library, the solution is to simply update this reference to the latest version 2.133.0. I'm working on creating a new PR to fix this problem.

#5 , #4  both fix the documentation closes did update the issue and updated the instruction and documentation.


Support using Bloom Filter in parquet reader

Which issue does this PR close?

Closes #4512 .
Rationale for this change

What changes are included in this PR?

Are these changes tested?

Are there any user-facing changes?

This feature was added  in https://github.com/apache/arrow-datafusion/pull/7821


fix: use eslint-rspack-plugin instead of eslint-webpack-plugin

fix hook not being called problem when use latest rsbuild(rspack 1.0.0-beta) and eslint-webpack-plugin(4.2.0).
Related PR: https://github.com/rspack-contrib/eslint-rspack-plugin/pull/4

Fix https://github.com/web-infra-dev/rsbuild/issues/2151


Introduce @TransactionalRestController

Hi @sbrannen,
I introduce the @TransactinalRestController as new composed annotation.
How do you think ?
I have signed the Spring Source CLA for spring framework project.
Thanks.

Sure. I think it wouldn't hurt to add that one as well.
If you rebase on master now, I'll merge it straight from the GitHub UI; otherwise, I'll merge it manually in a few days.

Hi @sbrannen ,
I've rebase on latest master.


Array Rotation issue 452

Array Rotation issue 452

Description 📜
In this documentation I have covered the basics of array rotation, code and logic behind:

left rotation of array
finding ith element in an array after it has been rotated by k elements
no. of rotations need to sort an array
All the images included in the documentation has been created by me.

Fixes #452

Type of change 📝

[X] Documentation (Content Creation in the form of codes or tutorials)

Domain of Contribution 📊

[X] DSA

Checklist ✅

[X] I follow Contributing Guidelines & Code of conduct of this project.
[X] I have performed a self-review of my own code or work.
[X] I have commented my code, particularly in hard-to-understand areas.
[X] My changes generates no new warnings.
[X] I'm GWOC'21 contributor

Screenshots / Gif (Optional) 📸

/assign


Breaks and \n not working

Tested with the 6.0.0 version (and also on you test page https://markdown-it.github.io/ ).
When I set the breaks options to true (only this one) and I test the following text "line1\nline2", there is no break included and the \n is still displayed.

sample
Everything works as needed. I don't understand your problem.

You're right, I just thought you needed to include the 2 characters "\n" in order to insert an line break (but you just need to use the "enter" key).
Sorry.

To force multiple \n you can use \ at the end of string
In any case, i'd recommend to revisit commonmark spec - this package just implements it as is, probability of bugs is very low,


bricked devices

Hi all
I have a few Arlec PC191HA plugs running firmware 1.35 that I have tried to flash ESPHome onto.
The process went smoothly and everything looked like it worked, but now the devices do not turn on / respond at all upon being plugged in. I am guessing that whilst tuya-cloudcutter seemed to succeed somewhere along the line the firmware got scrambled and the devices are now bricked.
Any pointers on if they are recoverable? Have tried power cycling them lots of times and different variations of holding down the button whilst plugging them in etc.

Depends one how the firmware you flashed was configured.  If it was for the wrong chip, serial is the only recovery method (though current CloudCutter has pretty strong checks in place to disallow this from happening).  If you didn't have captive_portal or ap enabled, you'll also probably need serial recovery.
If you had captive portal or ap mode enabled, they should auto-recover to that state with some time.  Without logs or console output, there isn't much further advice we can give.  This is another device that has both a T and an N version, but if you have a current checkout of CloudCutter, it should have been enforcing the correct firmware with the correct profile.
Do you have the config you compiled?

Yes I used this profile. Pretty sure that was the correct one.
https://github.com/tuya-cloudcutter/tuya-cloudcutter.github.io/blob/master/devices/arlec-pc191ha-smart-plug-bk7231t-v1.3.5.json
Cloudcutter was pulled only yesterday, so def running the current version
On Mon, Jul 10, 2023 at 9:40 AM Cossid @.***> wrote:

Depends one how the firmware you flashed was configured. If it was for the
wrong chip, serial is the only recovery method (though current CloudCutter
has pretty strong checks in place to disallow this from happening). If you
didn't have captive_portal or ap enabled, you'll also probably need serial
recovery.
If you had captive portal or ap mode enabled, they should auto-recover to
that state with some time. Without logs or console output, there isn't much
further advice we can give. This is another device that has both a T and an
N version, but if you have a current checkout of CloudCutter, it should
have been enforcing the correct firmware with the correct profile.
Do you have the config you compiled?
—
Reply to this email directly, view it on GitHub
https://github.com/tuya-cloudcutter/tuya-cloudcutter/issues/432#issuecomment-1627862867,
or unsubscribe
https://github.com/notifications/unsubscribe-auth/ACYXYKPR6OQZVLQ7OZC727LXPM6NFANCNFSM6AAAAAA2DZI6BI
.
You are receiving this because you authored the thread.Message ID:
@.***>

I was asking for your esphome config, not which cloudcutter profile you used.
If you used the included kickstart firmware, it won't connect to your network, it will start up it's own AP mode.

Right, oops. I can see the AP now and have added it to my iot network. Once
I go to its address I can see I can upload a new firmware.
This is the esp-home config I think I want to use

esphome:
name: router-socket
friendly_name: router_socket
libretuya:
board: generic-bk7231t-qfn32-tuya
framework:
version: dev
Enable logging
logger:
Enable Home Assistant API
api:
encryption:
key: "TQNsIbF5ELVwbEYM9PVi8O/nsh4vxs6XWdUNF6hHFLM="
ota:
password: "a20ed677ec825ff6c3147ba9f1440a9c"
wifi:
ssid: !secret wifi_ssid
password: !secret wifi_password
Enable fallback hotspot in case wifi connection fails
ap:
ssid: "Router-Socket Fallback Hotspot"
password: "czA78vtHh58U"
{
"vendor": "Arlec",
"bDetailed": "0",
"name": "Arlec Grid Connect PC191 Smart Plug-In Socket with Energy
Meter",
"chip": "BK7231T",
"board": "WB2S",
"pins": {
"6": "Rel;1",
"7": "BL0937CF;1",
"8": "BL0937CF1;1",
"10": "WifiLED_n;1",
"11": "Btn;1",
"24": "BL0937SEL;1",
"26": "LED;1"
},
"keywords": [
"switch",
"4 pack",
"Bunnings Australia",
"BL0937",
"two relays, cuts off both N and L"
],
"image": "https://obrazki.elektroda.pl/2567152300_1672151363.png",
"wiki": "https://www.elektroda.com/rtvforum/topic3944452.html",
"command": ""
}

From here https://openbekeniot.github.io/webapp/devicesList.html. I don't
quite understand how to go from having the yaml to flashing the config. Do
I just go to ip of the plug, click OTA Update and select the
router-socket.yaml I linked above?
On Mon, Jul 10, 2023 at 10:08 AM Cossid @.***> wrote:

I was asking for your esphome config, not which cloudcutter profile you
used.
If you used the included kickstart firmware, it won't connect to your
network, it will start up it's own AP mode.
—
Reply to this email directly, view it on GitHub
https://github.com/tuya-cloudcutter/tuya-cloudcutter/issues/432#issuecomment-1627870722,
or unsubscribe
https://github.com/notifications/unsubscribe-auth/ACYXYKKB42LQQQLBVAILIOTXPNBX3ANCNFSM6AAAAAA2DZI6BI
.
You are receiving this because you authored the thread.Message ID:
@.***>

Right, oops. I can see the AP now and have added it to my iot network. Once I go to its address I can see I can upload a new firmware.
This is the esp-home config I think I want to use
    esphome:
      name: router-socket
      friendly_name: router_socket

    libretuya:
      board: generic-bk7231t-qfn32-tuya
      framework:
        version: dev

    # Enable logging
    logger:

    # Enable Home Assistant API
    api:
      encryption:
        key: "TQNsIbF5ELVwbEYM9PVi8O/nsh4vxs6XWdUNF6hHFLM="

    ota:
      password: "a20ed677ec825ff6c3147ba9f1440a9c"

    wifi:
      ssid: !secret wifi_ssid
      password: !secret wifi_password

      # Enable fallback hotspot in case wifi connection fails
      ap:
        ssid: "Router-Socket Fallback Hotspot"
        password: "czA78vtHh58U"

    {
      "vendor": "Arlec",
      "bDetailed": "0",
      "name": "Arlec Grid Connect PC191 Smart Plug-In Socket with Energy Meter",
      "chip": "BK7231T",
      "board": "WB2S",
      "pins": {
        "6": "Rel;1",
        "7": "BL0937CF;1",
        "8": "BL0937CF1;1",
        "10": "WifiLED_n;1",
        "11": "Btn;1",
        "24": "BL0937SEL;1",
        "26": "LED;1"
      },
      "keywords": [
        "switch",
        "4 pack",
        "Bunnings Australia",
        "BL0937",
        "two relays, cuts off both N and L"
      ],
      "image": "https://obrazki.elektroda.pl/2567152300_1672151363.png",
      "wiki": "https://www.elektroda.com/rtvforum/topic3944452.html",
      "command": ""
    }

From here. I don't quite understand how to go from having the yaml to flashing the config. Do I just go to ip of the plug, click OTA Update and select the router-socket.yaml I linked above?

You can use UPK to select your profile and generate a full ESPHome yaml.  You need to compile the yaml and use the resulting .uf2 file to upload to OTA update.


Make the Working Directory dynamic

I know that under the Put section, there is the following:
Put - Set msg.payload.data to either the file name, buffer stream, or buffer object of the source file. Set msg.payload.filename to the desired name of remote file. If msg.payload.filename is not specified filename in node config will be used. File contents will be uploaded to the SFTP server in the working directory specified.
Where the filename can be modified via code or you can use the textbox in the node directly to name the file.
It would be nice to be able to modify the "Working Directory" dynamically so that you can store files to separate folders. Say perhaps have the option to add "msg.payload.folder" where you could add in the name of the folder to read or write to.

Okay....so I reviewed the code and added this line:
msg.payload = {"data":"/data/onbase/onbasetest.csv", "workdir":"/SL9test", "filename":"testing123.csv"};
adding the "workdir"....but it's not working....what am I doing wrong? Even tried SL9test/ and just SL9test
Code inside the better Sftp code:
let putFtpFileName = path.join(node.workdir, node.filename);
if (msg.payload.filename) putFtpFileName = path.join(node.workdir, msg.payload.filename);

Okay....found the possible solution:
this code:
case 'put':
let putFtpFileName = path.join(node.workdir, node.filename);
if (msg.payload.filename) putFtpFileName = path.join(node.workdir, msg.payload.filename);
                            let put = await sftp.put(msg.payload.data, putFtpFileName);

                            msg.payload = put;
                            node.send(msg);
                            break;

It is ONLY looking at the workdir in the node and not in the payload, wouldn't this be a possible solution? Creating a variable for wkdir and then using either the msg.payload or the workdir to set the working directory path?
let putFtpFileName = path.join(node.workdir, node.filename);
let wkdir = (msg.payload.workdir) ? msg.payload.workdir : node.workdir;
if (msg.payload.filename) putFtpFileName = path.join(wkdir, msg.payload.filename);

Have a resolution for this issue...
Remove the text in the working directory and the filename textboxes.
In the msg.payload setting for filename, set it to the folder and then the filename.

Could you please tell me if you found a strightforward solution to this problem?

@mikeb95


SqlBulkCopy inefficient space utilization with small batches

Hey Serilog Contributors,
I'm having an issue with the table I'm logging to (the LogEvents table).  SQL Server is allocating a lot more space for it than it is actually using (in my case it's about 8 times unused vs used).  I believe I've found the culprit.  Since SQL Server 2016, bulk load context (fast inserts) is turned on by default.  This means that if batches are relatively small or not close to the size of a multiple of a SQL Server extent (64KB), space will be allocated to the LogEvents table but not used.
SQL Server 2016, Minimal logging and Impact of the Batchsize in bulk load operations
The documentation says you can use a trace flag 692 to turn off the bulk load context but doesn't look like this is available in Azure SQL DB.  I've looked at tuning the batch size, but without extending the batch period to be too long, I can't get the results I'm seeking.  The only option I have is to rebuild or reorganize the clustered index of the LogEvents table every so often to reclaim the unused space.  However, this solution is only viable when I have access to the application's environment and infrastructure, which is not always the case for my application in production.
I've seen a previously closed issue (#132) talking about alternatives to SQLBulkCopy.  Maybe it is time we revisit that conversation.  I'm going to fork this repo, make some edits to use the INSERT statement instead of SQLBulkCopy, and run it in my test environment to see how that goes.
Thanks,
Brett

Here's what I'm doing in my fork (86cec67)

Add property called UseSqlBulkCopy to MSSqlServerSinkOptions defaulting to true
Add a SqlInsertBatchWriter which uses INSERT statements (highly based off of the SqlLogEventWriter used by the MSSqlServerAuditSink)

I believe I've found the culprit. Since SQL Server 2016, bulk load context (fast inserts) is turned on by default. This means that if batches are relatively small or not close to the size of a multiple of a SQL Server extent (64KB), space will be allocated to the LogEvents table but not used.

That is definitely the cause.
We've worked around this issue from SQL Server 2016 for heaps of log tables where we insert small amounts of data, especially on very frequent fixed intervals. It just happens that our Serilog logs table is mostly quiet so doesn't grow like other tables and we've got table maintenance processes set up which sorts it out.
I haven't looked at your code changes in detail, but it would be a worthwhile pull request.

@jonorossi Appreciate the confirmation and related anecdote.  Pull request is open.

This really sounds like a good improvement. Thank you @BrettJaner for researching and creating the PR.
If I understand this correctly, the behaviour of the batched sink should not change with this for users of SQL Server 2016 or higher even if we make this changed implementation the default. Is this assumption correct?
@jonorossi what do you think? Should we give this a new major version (e.g. 7.0.0) or is 6.6.0 sufficient since it is not even a breaking change for most users?

If I understand this correctly, the behaviour of the batched sink should not change with this for users of SQL Server 2016 or higher even if we make this changed implementation the default. Is this assumption correct?

If we make the new INSERT statement batch writer the default (UseSqlBulkCopy = false), we'd lose out on the benefits of SqlBulkCopy which would probably be felt by consumers with high log volume scenarios.  My gut tells to release the new INSERT statement batch writer in a non-breaking fashion, requiring a consumer to opt-in to it's functionality, and see how it's adopted.  We could always make it the default implementation in a later (breaking) release.

@ckadluba A 6.x version is fine since it's not a breaking change, just a new feature. I agree with @BrettJaner, we could always make it the default in a future major release. We could also consider the size of the batch (or batches) being written and dynamically pick one or the other.

Okay, so the new insert batch writer is not on by default in your PR. I did not look at your changes in detail yet and from the discussion I had the misunderstanding that it was defaulting to the changed behaviour. That's why I was asking about the major version increase. But if it is opt-in, I think it is safe to add it. Thanks for clarification.
@jonorossi the dynamic mode you described sounds quite interesting. It might improve the storage and runtime behaviour for workloads with varying batch sizes. But to approach this in small digestable steps we could add the dynamic batch mode in another PR later and in a new major release it could become the default. What do you think? I created a 7.0.0 milestone and documented this in the description (https://github.com/serilog-mssql/serilog-sinks-mssqlserver/milestone/2).

But to approach this in small digestable steps we could add the dynamic batch mode in another PR later and in a new major release it could become the default. What do you think? I created a 7.0.0 milestone and documented this in the description

@ckadluba I completely agree. Get this one sorted and released so Brett is unblocked. I don't even know what the threshold would be for a dynamic selection, we'd have to do some performance and storage testing.

@BrettJaner Thank you very much for this greate PR! I have updated the version of the library to 6.6.0 and a prerelease version was created on nuget.org. https://www.nuget.org/packages/Serilog.Sinks.MSSqlServer/6.6.0-dev-00072
Could you please try it out? If there are no major problems with it, we're good to release a regular 6.6.0 version.

@BrettJaner Thank you very much for this great PR! I have updated the version of the library to 6.6.0 and a prerelease version was created on nuget.org. https://www.nuget.org/packages/Serilog.Sinks.MSSqlServer/6.6.0-dev-00072
Could you please try it out? If we find no problems with it, we're good to release a regular 6.6.0 version.

You're welcome, @ckadluba! Will get the pre-released version into our test environment and will report back after we have some mileage on it, maybe a week or so.

Hi @ckadluba, pre-release version looks good in our test environment. I'd say you are safe to release from my perspective. Thank you (and @jonorossi too) for maintaining this sink and moving this issue along!

@BrettJaner very nice to hear that.
Thak you for testing the perelease and for the great contribution. We appreciate this a lot. :)
I just create release 6.6.0 by merging dev into main. Closing this issue now.


Missing module

How do we install the Microsoft.SharePoint.MigrationTool.PowerShell module?
The import fails and so too do the following commands.
PS C:\WINDOWS\system32> Import-Module Microsoft.SharePoint.MigrationTool.PowerShell

Import-Module : The specified module 'Microsoft.SharePoint.MigrationTool.PowerShell' was not loaded because no valid module file was found in any module directory.
At line:1 char:1
+ Import-Module Microsoft.SharePoint.MigrationTool.PowerShell
+ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    + CategoryInfo          : ResourceUnavailable: (Microsoft.Share...Tool.PowerShell:String) [Import-Module], FileNotFoundException
    + FullyQualifiedErrorId : Modules_ModuleNotFound,Microsoft.PowerShell.Commands.ImportModuleCommand

Document Details
⚠ Do not edit this section. It is required for docs.microsoft.com ➟ GitHub issue linking.

ID: 83229fe4-a0fc-5d45-1e32-2cf9bee9374b
Version Independent ID: ea237f69-8d65-e3c6-1c77-5f3fdfb73d34
Content: Using PowerShell cmdlets to migrate to SharePoint Online
Content Source: migration/overview-SPMT-PS-cmdlets.md
Product: sharepoint-server-itpro
GitHub Login: @JoanneHendrickson
Microsoft Alias: jhendr

PowerShell migration cmdlets are not released yet. Please stay tuned.
This article is for coming PowerShell migration release.

[holds breath :no_mouth:]

@paSPteam - LOL on that emoji. Thanks for taking the time to provide feedback and thanks to @wenhua-helen on the info!

I tried my hardest but still could not find how to download it. Just docs.

Thank you @wenhua-helen! I did indeed find it there after I installed the GUI. Is it possible for your team to make the module available in the powershellgallery as well?
Unfortunately, I don't have any feedback to offer regarding company plans. I'm a PowerShell developer and was curious about the toolset's approach to authentication and which DLLs are being used.

Currently Migration cmdlets are in open beta, we are collecting feedback. Making it a module and publish it in powershellgallery is in our backlog, we will prioritize it with other features. by Now, No ETA yet.
Please find more information on migration tool's authentication support with below link. https://docs.microsoft.com/en-us/sharepointmigration/how-to-use-the-sharepoint-migration-tool

@potatoqualitee - thanks for this info and I saw Helen already added some info in the docs based on your feedback. I merged into cmdlet docs. Thanks for taking the time on this! Much appreciated!

Is there any way to exclude particular folder using PowerShell cmdlet while migrating from FIle Server to OneDrive for Business?

@paSPteam Thank you for this feedback
If this article doesn't have the PowerShell cmdlet but should help some on the migration preping/excluding files part. https://docs.microsoft.com/en-us/sharepointmigration/create-a-user-mapping-file-for-data-content-migration
If this doens't help you enough we want to make sure that you get assistance promply so please open a Support ticket.
Here is a quick video on opening a ticket: https://www.youtube.com/watch?v=puuOy0sEg1Y
If you don't mind please keep us posted here on the resolution and I really want to get this information you are discovering back into the docs.

Currently Migration cmdlets are in open beta, we are collecting feedback. Making it a module and publish it in powershellgallery is in our backlog, we will prioritize it with other features. by Now, No ETA yet.
Please find more information on migration tool's authentication support with below link. https://docs.microsoft.com/en-us/sharepointmigration/how-to-use-the-sharepoint-migration-tool

Hello - I see that the commandlets were made available on November 6, and I have downloaded the SharePoint migration tool version <IP_ADDRESS>, but I still cannot find the commandlets. I've tried to install the module but I'm getting"module not found" errors. Is there a location I can download the module?

I am having the same issue.  When will the PS module be available or fixed to import?

This is the link of SPMT download page.
http://spmtreleasescus.blob.core.windows.net/install/default.htm. looks like the hyperlink is removed after I pasted the messages above.

Consider placing your PowerShell module in the PowerShell Gallery and marking it as pre-release. IThe Gallery is an ideal place to get people aware of your module, trying it out, and providing feedback. And it aligns with what Microsoft suggests and what PowerShell users expect.

I have followed your instructions exactly and I had already performed this before without success.
This is the error I get when I run the help command:
get-help : Get-Help could not find get-spmtmigration in a help file in this session. To download updated help topics type: "Update-Help". To get help online, search for the help topic in the TechNet
library at https:/go.microsoft.com/fwlink/?LinkID=107116.
At line:1 char:1

get-help get-spmtmigration

  + CategoryInfo          : ResourceUnavailable: (:) [Get-Help], HelpNotFoundException
  + FullyQualifiedErrorId : HelpNotFound,Microsoft.PowerShell.Commands.GetHelpCommand

Cheers!
Stephanie Kahlam | Consultant
itgroove Professional Services  |
www.itgroove.net
Office Main:<PHONE_NUMBER>
From: helenhwl<EMAIL_ADDRESS>Sent: November 26, 2018 10:28 PM
To: MicrosoftDocs/OfficeDocs-SharePoint<EMAIL_ADDRESS>Cc: Stephanie Kahlam<EMAIL_ADDRESS>Mention<EMAIL_ADDRESS>Subject: Re: [MicrosoftDocs/OfficeDocs-SharePoint] Missing module (#120)
@skahlamhttps://github.com/skahlam @mikebrunakhttps://github.com/mikebrunak
I can't reproduce the issue in house. If possible, please uninstall SPMT from your machine, and make sure delete the PowerShell module in "%userprofile%\Documents\WindowsPowerShell\Modules".
After reinstall the PowerShell module by clicking "Install first release" in SPMT download page.
Finally, please double check if the module is installed "%userprofile%\Documents\WindowsPowerShell\Modules", if yes, could you please try "Get-Help Get-SPMTMIgration" to see what the message would be in the PowerShell window? Please let me know the results.
One more thing, migration PowerShell cmdlets are in public release since Ignite 2018(25th, Sept, 2018).
—
You are receiving this because you were mentioned.
Reply to this email directly, view it on GitHubhttps://github.com/MicrosoftDocs/OfficeDocs-SharePoint/issues/120#issuecomment-441943740, or mute the threadhttps://github.com/notifications/unsubscribe-auth/AnQSDJqKDVKFRl7Xltlp_d2qA2hpYfMbks5uzNt9gaJpZM4VAR-L.

Hi, skahlam,
Let us have a skype meeting to trouble shooting the issue. I am in China. Could you please let me know what time is suitable for you to have a skype meeting?
Cheers
Helen
From: skahlam<EMAIL_ADDRESS>Sent: Wednesday, November 28, 2018 3:48 AM
To: MicrosoftDocs/OfficeDocs-SharePoint<EMAIL_ADDRESS>Cc: Helen Hua<EMAIL_ADDRESS>Mention<EMAIL_ADDRESS>Subject: Re: [MicrosoftDocs/OfficeDocs-SharePoint] Missing module (#120)
I have followed your instructions exactly and I had already performed this before without success.
This is the error I get when I run the help command:
get-help : Get-Help could not find get-spmtmigration in a help file in this session. To download updated help topics type: "Update-Help". To get help online, search for the help topic in the TechNet
library at https:/go.microsoft.com/fwlink/?LinkID=107116.
At line:1 char:1

get-help get-spmtmigration

CategoryInfo : ResourceUnavailable: (:) [Get-Help], HelpNotFoundException
FullyQualifiedErrorId : HelpNotFound,Microsoft.PowerShell.Commands.GetHelpCommand

Cheers!
Stephanie Kahlam | Consultant
itgroove Professional Services |
www.itgroove.nethttp://www.itgroove.net
Office Main:<PHONE_NUMBER>
From: helenhwl <notifications<EMAIL_ADDRESS>Sent: November 26, 2018 10:28 PM
To: MicrosoftDocs/OfficeDocs-SharePoint <OfficeDocs-SharePoint<EMAIL_ADDRESS>Cc: Stephanie Kahlam <skahlam<EMAIL_ADDRESS>Mention <mention<EMAIL_ADDRESS>Subject: Re: [MicrosoftDocs/OfficeDocs-SharePoint] Missing module (#120)
@skahlamhttps://github.com/skahlam @mikebrunakhttps://github.com/mikebrunak
I can't reproduce the issue in house. If possible, please uninstall SPMT from your machine, and make sure delete the PowerShell module in "%userprofile%\Documents\WindowsPowerShell\Modules".
After reinstall the PowerShell module by clicking "Install first release" in SPMT download page.
Finally, please double check if the module is installed "%userprofile%\Documents\WindowsPowerShell\Modules", if yes, could you please try "Get-Help Get-SPMTMIgration" to see what the message would be in the PowerShell window? Please let me know the results.
One more thing, migration PowerShell cmdlets are in public release since Ignite 2018(25th, Sept, 2018).
—
You are receiving this because you were mentioned.
Reply to this email directly, view it on GitHubhttps://github.com/MicrosoftDocs/OfficeDocs-SharePoint/issues/120#issuecomment-441943740, or mute the threadhttps://github.com/notifications/unsubscribe-auth/AnQSDJqKDVKFRl7Xltlp_d2qA2hpYfMbks5uzNt9gaJpZM4VAR-L.
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Reply to this email directly, view it on GitHubhttps://na01.safelinks.protection.outlook.com/?url=https%3A%2F%2Fgithub.com%2FMicrosoftDocs%2FOfficeDocs-SharePoint%2Fissues%2F120%23issuecomment-442192490&data=02|01|wenhua%40microsoft.com|cc248eabdd534c3fdde108d654a1457a|72f988bf86f141af91ab2d7cd011db47|1|0|636789448970445355&sdata=%2BcWZyaDWLbdtcGFf9T%2Burgil0jkfSw9BHzuWluNIG3o%3D&reserved=0, or mute the threadhttps://na01.safelinks.protection.outlook.com/?url=https%3A%2F%2Fgithub.com%2Fnotifications%2Funsubscribe-auth%2FAkri1tslXjJbK3ji6sBUCGMo5YCYLWYrks5uzZb-gaJpZM4VAR-L&data=02|01|wenhua%40microsoft.com|cc248eabdd534c3fdde108d654a1457a|72f988bf86f141af91ab2d7cd011db47|1|0|636789448970455363&sdata=O0S6AbwTj7YatsvpXMV8YVqtiz01EZCP9McQ2ElUPJE%3D&reserved=0.

@potatoqualitee  Thanks for your feedback. Releasing the migration PowerShell module in the PowerShell Gallery is in our backlog, but no ETA yet.

Is SPMT installed successfully? Did you see the logs in page?
if yes, Please share the front end logs  under “C:\Users%user name%\AppData\Roaming \Microsoft\MigrationTool\FrontEnd.
Cheers
Helen
From: skahlam<EMAIL_ADDRESS>Sent: Wednesday, November 28, 2018 9:27 AM
To: MicrosoftDocs/OfficeDocs-SharePoint<EMAIL_ADDRESS>Cc: Helen Hua<EMAIL_ADDRESS>Mention<EMAIL_ADDRESS>Subject: Re: [MicrosoftDocs/OfficeDocs-SharePoint] Missing module (#120)
I am in Canada. Pacific standard time. I also freshly installed this on a server with all the requirements met and got the same issue.
Cheers!

Stephanie Kahlam | Consultant
itgroove Professional Services |
www.itgroove.nethttp://www.itgroove.net
Office Main:<PHONE_NUMBER>
From: helenhwl <notifications<EMAIL_ADDRESS>Sent: Tuesday, November 27, 2018 4:54:09 PM
To: MicrosoftDocs/OfficeDocs-SharePoint
Cc: Stephanie Kahlam; Mention
Subject: Re: [MicrosoftDocs/OfficeDocs-SharePoint] Missing module (#120)
@potatoqualiteehttps://github.com/potatoqualitee Thanks for your feedback. Releasing the migration PowerShell module in the PowerShell Gallery is in our backlog, but no ETA yet.
—
You are receiving this because you were mentioned.
Reply to this email directly, view it on GitHubhttps://github.com/MicrosoftDocs/OfficeDocs-SharePoint/issues/120#issuecomment-442276760, or mute the threadhttps://github.com/notifications/unsubscribe-auth/AnQSDHdGfNUdXKMG5BYMciIiLLQzJ1Hpks5uzd6xgaJpZM4VAR-L.
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Hey guys,
Just want to follow-up with you on this and check if you still have any issues with it. First of all, please let me know if you have any content in this folder %userprofile%\Documents\WindowsPowerShell\Modules

While I'm waiting for your answer, please check my blog post here maybe you have the same issue if this folder is empty %userprofile%\Documents\WindowsPowerShell\Modules

Just want to make an update here, I've made a PR to the main repo with a clarification that Import-Module Microsoft.SharePoint.MigrationTool.PowerShell command should be executed from the DLL location and not from a random place.

This makes sense and I merged it. I think we can close out this issue. If anyone else still having trouble please re-open and we can adjust docs as needed.

I have just downloaded the latest spmt and I am still having the same issue when trying to import-module from the directory where the DLL resides.

@skahlam - OK I re-opened the issue. I am not sure if this is a documentation issue or a product issue. I know @wenhua-helen is the PM from the product team focused on this and @JoanneHendrickson is the doc owner. @scanum --- I would suggest reaching out to @JoanneHendrickson on this one as I know she keeps a close eye on the SPMT content.

Skahlam:  Please see this article and see if the resolves your issue.   https://docs.microsoft.com/en-us/sharepointmigration/spmt-install-issues , specifically this section.
Download the tool instead
If you still are experiencing unexplained errors, try downloading the SPMT tool to your local computer.

Download zip package to your local computer: Download SPMT.zip package.
Right-click the zip file, and click properties.
On the General tab, select Unblock and then click OK.
Open the zip file and extract all files.
Run the build.application file.

I know this conversation is closed, however i had the same problem, and for me the problem appeared to come up by Managed Folder backup. This created two Documents folders. The dll's were stored in the wrong one by the program. After i copied the WindowsPowershell module to the other Documents folder, everything seems to work!

Has this been published to the PowerShell Gallery yet?

I dont know

Expanding a bit on @reinoutD 's comment since that helped me. Maybe this helps others. If you have KFM setup on your machine and you're redirecting your My Documents folder, import-module won't find the SPMT module. In this case you can:

copy the "C:\Users<username>\Documents\WindowsPowerShell\Modules\Microsoft.SharePoint.MigrationTool.PowerShell" to "C:\Users<username>\OneDrive - Contoso\Documents\WindowsPowerShell\Modules" then proceed with Import-Module Microsoft.SharePoint.MigrationTool.PowerShell
OR
specify the full path to the module, for example: import-module "C:\Users<username>\Documents\WindowsPowerShell\Modules\Microsoft.SharePoint.MigrationTool.PowerShell"

*Note that with the first option, you may not get updates and will have to copy the folder with new updates so that you have the latest DLLs and psd1. The second option will go directly to the directory where the module is installed by SPMT so will catch any updates. This would be the preferred approach, but either should work. At least until we get the module in the PowerShell Gallery.
@JoanneHendrickson we may want to add similar guidance to our SPMT powershell page.


Azure job url is not set and thus not logged correctly during error.

It seems like the job url for the azure job is not set. The error log here does not work: https://github.com/linkedin/feathr/blob/85c2bf50337bdd32f3e63bb521d9aa55f994736c/feathr_project/feathr/_synapse_submission.py#L138
logger.error("Feathr job has failed. Please visit this page to view error message: {}", self.job_url)
E               AttributeError: '_FeathrSynapseJobLauncher' object has no attribute 'job_url'
feathr_project/feathr/_synapse_submission.py:138: AttributeError

^ is the error I see.
It seems like the variable self.job_url is not set anywhere

Fixed in #327


Implement new syntax in provision template files

Description
Currently in order to reference to another object in the provision template we use ERB evaluation. This is a bit complicated and can lead to multiple issues as Ruby code can be embedded on it. The idea is to create a new syntax which is more user friendly and more secure.
Use case
Simplify things and make it more secure.
Interface Changes
Provision driver.

Progress Status

[ ] Branch created
[ ] Code committed to development branch
[ ] Testing - QA
[ ] Documentation
[ ] Release notes - resolved issues, compatibility, known issues
[ ] Code committed to upstream release/hotfix branches
[ ] Documentation committed to upstream release/hotfix branches

PRs to merge in master:

code
docs
tests


Adjust the content of the app to the font and screen size from the phone

Whenever you choose the option "Large" in the font-size settings from the phone, all of the content from the app overlaps.
This can be fixed using "LinearLayouts" in the layout files.
I've already fixed most of the layout files, but I have not commit anything yet.

What layout file is this? There are so many layout files that were all named profile.
For the settings screen: Of course it does not work if the RadioButton sizes are defined with discrete numbers. They should be ratios of screen width assigned with the constraint app:layout_constraintWidth_percent.

The file is called "activity_profile_xml".
Is not only the Radio buttons. TextViews and Buttons (in general) are also affected.

Ok I see. The TextViews have wrap_content as width. And they are inside other linear layouts. there is a lot of mess going on in these Layout files.

Solved


Add support for pnpm

We're using pnpm with workspaces and were looking to use this package, unfortunately thats not an option as we don't believe pnpm is yet supported as it's not looking for a pnpm-lock file. Similarly we noticed that support for yarn hasn't been added yet but that is an open PR for it currently.
/Users/jamesfarrelly/Library/pnpm/store/v3/tmp/dlx-49232/node_modules/.pnpm/yoga-layout-prebuilt@1.10.0/node_modules/yoga-layout-prebuilt/yoga-layout/build/Release/nbind.js:53
        throw ex;
        ^

Error: phero-client exited with code: 1 null
    at ChildProcess.<anonymous> (/Users/jamesfarrelly/Library/pnpm/store/v3/tmp/dlx-49232/node_modules/.pnpm/phero@0.9.13/node_modules/phero/dist/process.js:25:15)
    at ChildProcess.emit (node:events:513:28)
    at Process.ChildProcess._handle.onexit (node:internal/child_process:291:12)
 ERROR  Command failed with exit code 7: /Users/jamesfarrelly/Library/pnpm/store/v3/tmp/dlx-49232/node_modules/.bin/phero

pnpm: Command failed with exit code 7: /Users/jamesfarrelly/Library/pnpm/store/v3/tmp/dlx-49232/node_modules/.bin/phero
    at makeError (/usr/local/Cellar/pnpm/7.18.0/libexec/dist/pnpm.cjs:22852:17)
    at handlePromise (/usr/local/Cellar/pnpm/7.18.0/libexec/dist/pnpm.cjs:23423:33)
    at runMicrotasks (<anonymous>)
    at processTicksAndRejections (node:internal/process/task_queues:96:5)
    at async Object.handler [as dlx] (/usr/local/Cellar/pnpm/7.18.0/libexec/dist/pnpm.cjs:202440:7)
    at async /usr/local/Cellar/pnpm/7.18.0/libexec/dist/pnpm.cjs:209882:21
    at async main (/usr/local/Cellar/pnpm/7.18.0/libexec/dist/pnpm.cjs:209853:34)
    at async runPnpm (/usr/local/Cellar/pnpm/7.18.0/libexec/dist/pnpm.cjs:210079:5)
    at async /usr/local/Cellar/pnpm/7.18.0/libexec/dist/pnpm.cjs:210071:7

Keep up the great work anyway, this looks really promising!

Hey Farro,
The PR that makes sure to look for a yarn lock file is specifically aimed at making an export of your server. It's been open for a while, but I'll make sure to add the pnpm lock aswell before we merge it. We don't need the lock-file to set up your server and client in a development environment though.
Your issue seems to be related to a issue caused by a default workspaces setup. No worries though! You're in luck because I've been setting up a workspaces + yarn setup recently in one of my personal projects. The way Phero currently looks for your server and client projects is quite specific: it searches for an installation in node_modules at the same level as the package.json file of the individual projects. This does not work in a workspaces setup, because they hoist all your files to the top-level node_modules folder. Which results in Phero no longer knowing what to do.
The solution is to configure your workspaces to no longer hoist the phero packages, but keep them in the separate node_modules of the project folders. I've managed to find the following documentation about hoisting with pnpm (https://pnpm.io/npmrc#hoist-pattern):

If you're using a pnpm version higher than v7.12.0 you can exclude the phero package. (easiest)
If the version is lower you need to manually include each package, except the pherop packages

We'd love to support workspaces (or any other monorepo setup) out of the box someday, but as of now we're doing a big refactor of the codebase to make it more accessible and extensible. So these kind of implementations have to wait a bit until we've completed that.
Hope this information helps you out. If you have any more questions, please reach out. You can find us on discord aswell (https://discord.com/invite/t97n6wQfkh).

@Farro178 this is fixed in #86! It's released as an alpha, we'll test it a bit more and release it for real. I'll go ahead and close this for now, but feel free to open a new issue if you got any problems ✌

@Farro178 this is fixed in 0.9.14 :)


No documentation and runnable examples

So far all documentation is handled internally. Write examples without intelectual property from diraq.

Added tutorial notebooks

Parameterized sequence building and configuration + compilation
ReadSequence configuration


about the hacking part

Does this bot have to already be created and inside a server with admin rights to work? when i run the script in cmd i get the error of "ID is invalid or the bot isn't in"

yea the bot has to be in the server already

yea the bot has to be in the server already


Search bar requires a full http url

@JamesSmartCell on browsers like chrome you do not need enter google.com, you can type a search term directly in the bar

OK

@JamesSmartCell @justindg bump

@JamesSmartCell @justindg could we get this in? It is nice for the user


Bumps GRPC to 1.12.0

Supercedes https://github.com/docker/swarmkit/pull/2631 by bumping GRPC to 1.12.0.
This includes a bunch of fixes to our code to address breaking API changes, namely:

1.10: TLS errors are no longer surfaced when dialing with WithBlock(), so the tests need to change.
1.10: Closing a GRPC server no longer returns a transport closing error, so the tests need to change.
1.11+: transport.StreamFromContext has been removed, so our raft proxy and dispatcher can no longer use that API.  transport is intended to be an internal package to GRPC anyway, so in general I think we aren't intended to use/manipulate the transports anyway.

This is based on #2646.

Seeing this failure multiple times - I didn’t change raft.  Will have to see if anything else changed in grpc which causes this.

--- FAIL: TestStreamRaftMessage (0.55s)
	Error Trace:	raft_test.go:978
	Error:		An error is expected but got nil.
	Messages:	Received unexpected error EOF

2018-05-25 18:57:11.557227 E | snap: failed to remove broken snapshot file /tmpfs/TestRaftEncryptionKeyRotationWait889009686/snap-v3-encrypted/0000000000000003-0000000000000008.snap
2018-05-25 18:57:11.809242 E | snap: failed to remove broken snapshot file /tmpfs/TestRaftEncryptionKeyRotationWait889009686/snap-v3-encrypted/0000000000000003-0000000000000009.snap
2018-05-25 18:57:12.353853 I | wal: segmented wal file /tmpfs/TestGCWAL627798653/wal-v3-encrypted/0000000000000001-000000000000000d.wal is created
2018-05-25 18:57:12.365181 I | wal: segmented wal file /tmpfs/TestGCWAL142803895/wal-v3-encrypted/0000000000000001-000000000000000d.wal is created
2018-05-25 18:57:12.376396 I | wal: segmented wal file /tmpfs/TestGCWAL383336376/wal-v3-encrypted/0000000000000001-000000000000000d.wal is created
2018-05-25 18:57:12.968345 I | wal: segmented wal file /tmpfs/TestGCWAL997199274/wal-v3-encrypted/0000000000000001-000000000000000d.wal is created
2018-05-25 18:57:12.987945 I | wal: segmented wal file /tmpfs/TestGCWAL009475841/wal-v3-encrypted/0000000000000001-000000000000000d.wal is created
2018-05-25 18:57:12.989433 I | wal: segmented wal file /tmpfs/TestGCWAL207767148/wal-v3-encrypted/0000000000000001-000000000000000d.wal is created
FAIL

and it's green! :tada:

@anshulpundir There are a couple I'd like to leave separate in case we need to revert any of these.  The changes that I think should work regardless of GRPC version are squashed and up top.

The change to the tests to use our own custom dialer - this is a pretty ugly hack, and the GRPC devs seem to indicate that there are additional changes coming down the line for Dial and maybe the error returned by the context timeout (see https://github.com/grpc/grpc-go/issues/2031#issuecomment-385469293).  It may be easier to revert the commit than redo everything - not sure what those changes may look like.

The change where I just remove the code that deletes the transport.StreamFromContext(ctx).Close() from the dispatcher - I think this was just an optimization and is not needed, but I wasn't really sure about it.

The change to the test where sending a message beyond the max receivable size no longer returns an EOF because I have no idea what caused this change in behavior.

But I'll squash the others.

cc @tonistiigi - Apologies for bothering you, but you were pinged for review on https://github.com/docker/swarmkit/pull/797.  I was wondering if you remembered enough about that to review this change: https://github.com/docker/swarmkit/pull/2649/commits/90418ad1445919c54305b5356146fa15574f8642?
#2 in my comment up above.

@cyli Yes, there shouldn't be a need for that transport close.


Sharding proxy xa transaction

for #902 add proxy-xa-transaction feature

Codecov Report

Merging #974 into dev will increase coverage by 0.62%.
The diff coverage is 0%.

@@            Coverage Diff            @@
##              dev    #974      +/-   ##
=========================================
+ Coverage   54.88%   55.5%   +0.62%
=========================================
  Files         579     585       +6
  Lines       12173   12096      -77
  Branches     1911    1924      +13
=========================================
+ Hits         6681    6714      +33
+ Misses       5098    4991     -107
+ Partials      394     391       -3

Impacted Files
Coverage Δ

...re/proxy/metadata/ProxyShardingRefreshHandler.java
0% <ø> (ø)
:arrow_up:

...re/proxy/backend/common/ExecuteBackendHandler.java
0% <0%> (ø)

...rdingsphere/proxy/config/XaProxyRawDataSource.java
0% <0%> (ø)
:arrow_up:

...e/proxy/backend/common/StatementExecuteWorker.java
0% <0%> (ø)
:arrow_up:

...proxy/backend/common/SQLExecuteBackendHandler.java
0% <0%> (ø)
:arrow_up:

...oxy/backend/resource/ProxyJDBCResourceFactory.java
0% <0%> (ø)

...gsphere/proxy/frontend/common/FrontendHandler.java
0% <0%> (ø)
:arrow_up:

...ysql/packet/command/text/query/ComQueryPacket.java
0% <0%> (ø)
:arrow_up:

...here/proxy/backend/resource/ProxyJDBCResource.java
0% <0%> (ø)

...phere/proxy/backend/resource/BaseJDBCResource.java
0% <0%> (ø)

... and 16 more

Continue to review full report at Codecov.

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hx.hooks/useMemo  deps as CLJS collection?

docs for hx.hooks/useMemo say that deps can be a cljs collection, but I don't think this is true according to the source.
Shall we update useMemo?  While we're at it, we can make deps optional for convenience.
(defn useMemo [f & [deps]]
  (react/useMemo f (to-array (or deps []))))

Would you accept this PR?

I would accept a PR for this.


Feature/components

-Boiler plate code + folder structure
-splash and icon

@Alphonce-Mutebi
This is not the final folder structure, yet, right? I mean the folder structure that you started discussing with Martin. Having individual folders for icons, images, styles, fonts, components, all of that..

@steffenkrogmann This is a boiler plate with the most important folders. I am yet to put some of the files that martin requires. This will be done when we begin coding

Alright!


Custom search UI for doc search

Description
Adds changes to UI to support search powered by opensearch cluster.
Issues Resolved
Check List

[x] Commits are signed per the DCO using --signoff

By submitting this pull request, I confirm that my contribution is made under the terms of the Apache 2.0 license.
For more information on following Developer Certificate of Origin and signing off your commits, please check here.

Closing this in lieu for #303


hashValues doesn't throw with Iterables

Steps to Reproduce
Use an iterable inside hashValues
Expected results: assertion on this line https://github.com/flutter/engine/blob/221c82954df228026ab93f3876dcb485e2e1305b/lib/ui/hash_codes.dart#L17
Actual results: nothing

Code sample
import 'package:flutter/material.dart';
import 'package:flutter_test/flutter_test.dart';

void main() {
  test('Counter increments smoke test', () async {
    Test([]);
    Test({});
    Test(<int>{});
  });
}

class Test {
  Test(this.iterable) {
    hashValues(
      hashList(iterable),
      hashList(iterable),
    );
  }
  final Iterable iterable;
}

flutter doctor -v
[✓] Flutter (Channel master, 2.4.0-1.0.pre.112, on Microsoft Windows [Version 10.0.19041.1052], locale ru-RU)
    • Flutter version 2.4.0-1.0.pre.112 at C:\dev\src\flutter
    • Upstream repository git@github.com:nt4f04und/flutter.git
    • Framework revision 3bac804112 (33 minutes ago), 2021-07-08 03:01:04 -0400
    • Engine revision 99a2904675
    • Dart version 2.14.0 (build 2.14.0-288.0.dev)

[!] Android toolchain - develop for Android devices (Android SDK version 30.0.2)
    ✗ cmdline-tools component is missing
      Run `path/to/sdkmanager --install "cmdline-tools;latest"`
      See https://developer.android.com/studio/command-line for more details.
    ✗ Android license status unknown.
      Run `flutter doctor --android-licenses` to accept the SDK licenses.
      See https://flutter.dev/docs/get-started/install/windows#android-setup for more details.

[✓] Chrome - develop for the web
    • Chrome at C:\Program Files\Google\Chrome\Application\chrome.exe

[✓] Visual Studio - develop for Windows (Visual Studio Community 2019 16.7.7)
    • Visual Studio at C:\Program Files (x86)\Microsoft Visual Studio\2019\Community
    • Visual Studio Community 2019 version 16.7.30621.155
    • Windows 10 SDK version 10.0.19041.0

[✓] Android Studio (version 4.1.0)
    • Android Studio at C:\Program Files\Android\Android Studio
    • Flutter plugin can be installed from:
      🔨 https://plugins.jetbrains.com/plugin/9212-flutter
    • Dart plugin can be installed from:
      🔨 https://plugins.jetbrains.com/plugin/6351-dart
    • Java version OpenJDK Runtime Environment (build 1.8.0_242-release-1644-b01)

[✓] IntelliJ IDEA Community Edition (version 2020.3)
    • IntelliJ at C:\Program Files\JetBrains\IntelliJ IDEA Community Edition 2020.3.3
    • Flutter plugin can be installed from:
      🔨 https://plugins.jetbrains.com/plugin/9212-flutter
    • Dart plugin can be installed from:
      🔨 https://plugins.jetbrains.com/plugin/6351-dart

[✓] VS Code (version 1.57.1)
    • VS Code at C:\Users\danya\AppData\Local\Programs\Microsoft VS Code
    • Flutter extension version 3.24.0

[✓] Connected device (3 available)
    • Windows (desktop) • windows • windows-x64    • Microsoft Windows [Version 10.0.19041.1052]
    • Chrome (web)      • chrome  • web-javascript • Google Chrome 91.0.4472.124
    • Edge (web)        • edge    • web-javascript • Microsoft Edge 91.0.864.64

! Doctor found issues in 1 category.

Additional context: I could trigger this exception once in undetermined conditions (not this test) on a framework revision from a few weeks ago, but unfortunately I lost those conditions and cannot longer trigger it back

Hi @nt4f04uNd
Thanks for filing the issue!  I can confirm the behavioir

stable
master

❌
❌

Check flutter doctor -v outputs for each channel below

flutter doctor -v
[✓] Flutter (Channel stable, 2.2.3, on Microsoft Windows [Version 10.0.22000.51], locale en-US)
    • Flutter version 2.2.3 at C:\Users\Taha\Code\flutter_stable
    • Framework revision f4abaa0735 (7 days ago), 2021-07-01 12:46:11 -0700
    • Engine revision 241c87ad80
    • Dart version 2.13.4

[✓] Android toolchain - develop for Android devices (Android SDK version 30.0.3)
    • Android SDK at C:\Users\Taha\Code\SDK
    • Platform android-30, build-tools 30.0.3
    • ANDROID_HOME = C:\Users\Taha\Code\SDK
    • Java binary at: C:\Users\Taha\Code\android-studio\jre\bin\java.exe
    • Java version OpenJDK Runtime Environment (build 11.0.8+10-b944.6842174)
    • All Android licenses accepted.

[✓] Chrome - develop for the web
    • Chrome at C:\Program Files\Google\Chrome\Application\chrome.exe

[✓] Visual Studio - develop for Windows (Visual Studio Community 2019 16.10.3)
    • Visual Studio at C:\Program Files (x86)\Microsoft Visual Studio\2019\Community
    • Visual Studio Community 2019 version 16.10.31424.327
    • Windows 10 SDK version 10.0.19041.0

[!] Android Studio (not installed)
    • Android Studio not found; download from https://developer.android.com/studio/index.html
      (or visit https://flutter.dev/docs/get-started/install/windows#android-setup for detailed instructions).

[✓] VS Code (version 1.57.1)
    • VS Code at C:\Users\Taha\AppData\Local\Programs\Microsoft VS Code
    • Flutter extension version 3.24.0

[✓] Connected device (4 available)
    • Redmi K20 Pro (mobile) • def0ad20 • android-arm64  • Android 10 (API 29)
    • Windows (desktop)      • windows  • windows-x64    • Microsoft Windows [Version 10.0.22000.51]
    • Chrome (web)           • chrome   • web-javascript • Google Chrome 91.0.4472.124
    • Edge (web)             • edge     • web-javascript • Microsoft Edge 91.0.864.64

! Doctor found issues in 1 category.

[✓] Flutter (Channel master, 2.4.0-1.0.pre.114, on Microsoft Windows [Version 10.0.22000.51], locale en-US)
    • Flutter version 2.4.0-1.0.pre.114 at C:\Users\Taha\Code\flutter_master
    • Upstream repository https://github.com/flutter/flutter.git
    • Framework revision bc1b91c4b3 (3 hours ago), 2021-07-08 04:11:04 -0400
    • Engine revision c989ae17b7
    • Dart version 2.14.0 (build 2.14.0-289.0.dev)

[✓] Android toolchain - develop for Android devices (Android SDK version 30.0.3)
    • Android SDK at C:\Users\Taha\Code\SDK
    • Platform android-30, build-tools 30.0.3
    • ANDROID_HOME = C:\Users\Taha\Code\SDK
    • Java binary at: C:\Users\Taha\Code\android-studio\jre\bin\java
    • Java version OpenJDK Runtime Environment (build 11.0.8+10-b944.6842174)
    • All Android licenses accepted.

[✓] Chrome - develop for the web
    • Chrome at C:\Program Files\Google\Chrome\Application\chrome.exe

[✓] Visual Studio - develop for Windows (Visual Studio Community 2019 16.10.3)
    • Visual Studio at C:\Program Files (x86)\Microsoft Visual Studio\2019\Community
    • Visual Studio Community 2019 version 16.10.31424.327
    • Windows 10 SDK version 10.0.19041.0

[✓] Android Studio (version 4.2.0)
    • Android Studio at C:\Users\Taha\Code\android-studio
    • Flutter plugin can be installed from:
      🔨 https://plugins.jetbrains.com/plugin/9212-flutter
    • Dart plugin can be installed from:
      🔨 https://plugins.jetbrains.com/plugin/6351-dart
    • Java version OpenJDK Runtime Environment (build 11.0.8+10-b944.6842174)

[✓] VS Code (version 1.57.1)
    • VS Code at C:\Users\Taha\AppData\Local\Programs\Microsoft VS Code
    • Flutter extension version 3.24.0

[✓] Connected device (5 available)
    • Redmi K20 Pro (mobile)  • def0ad20 • android-arm64   • Android 10 (API 29)
    • Windows (desktop)       • windows  • windows-x64     • Microsoft Windows [Version 10.0.22000.51]
    • Windows (UWP) (desktop) • winuwp   • windows-uwp-x64 •
    • Chrome (web)            • chrome   • web-javascript  • Google Chrome 91.0.4472.124
    • Edge (web)              • edge     • web-javascript  • Microsoft Edge 91.0.864.64

• No issues found!

✅ : No Issue ❌: Issue reproduced

asserts won't trigger in unless the platform dills were compiled in the engine with asserts enabled. I wonder if we're missing a flag

cc @a-siva. We are not enabling asserts in the platform dills at all (in compile_platform.gni). So it makes sense that these are stripped away. Can we not strip this in a the debug runtime mode please?

cc @a-siva. We are not enabling asserts in the platform dills at all (in compile_platform.gni). So it makes sense that these are stripped away. Can we not strip this in a the debug runtime mode please? Not sure how to route this.

The front end does not strip out the asserts, it retains them in the kernel file and at runtime the VM then turns on the asserts. In the example above is the application running in development mode (under JIT) or as an AOT application ?
I tried a simple example as follows:
main() {
  assert(false);
  print("Hello");
}

> /usr/local/google/home/asiva/workspace/dart-tot/sdk/out/ReleaseX64/dart pkg/vm/bin/gen_kernel.dart --platform=/usr/local/google/home/asiva/workspace/dart-tot/sdk/out/ReleaseX64/vm_platform_strong.dill ~/tmp/hello.dart

>/usr/local/google/home/asiva/workspace/dart-tot/sdk/out/ReleaseX64/dart ~/tmp/hello.dart.dill
Hello

> /usr/local/google/home/asiva/workspace/dart-tot/sdk/out/ReleaseX64/dart --enable-asserts ~/tmp/hello.dart.dill
Unhandled exception:
'file:///usr/local/google/home/asiva/tmp/hello.dart': Failed assertion: line 2 pos 10: 'false': is not true.
#0      _AssertionError._doThrowNew (dart:core-patch/errors_patch.dart:46:39)
#1      _AssertionError._throwNew (dart:core-patch/errors_patch.dart:36:5)
#2      main (file:///usr/local/google/home/asiva/tmp/hello.dart:2:10)
#3      _delayEntrypointInvocation.<anonymous closure> (dart:isolate-patch/isolate_patch.dart:283:19)
#4      _RawReceivePortImpl._handleMessage (dart:isolate-patch/isolate_patch.dart:184:12)

>/usr/local/google/home/asiva/workspace/dart-tot/sdk/out/ReleaseX64/dart pkg/vm/bin/gen_kernel.dart --platform=/usr/local/google/home/asiva/workspace/dart-tot/sdk/out/ReleaseX64/vm_platform_strong.dill --aot ~/tmp/hello.dart

>/usr/local/google/home/asiva/workspace/dart-tot/sdk/out/ReleaseX64/gen_snapshot --snapshot_kind=app-aot-elf --elf=/usr/local/google/home/asiva/tmp/hello.aot ~/tmp/hello.dart.dill

>/usr/local/google/home/asiva/workspace/dart-tot/sdk/out/ReleaseX64/dart_precompiled_runtime ~/tmp/hello.aot
Hello

>/usr/local/google/home/asiva/workspace/dart-tot/sdk/out/ReleaseX64/gen_snapshot --snapshot_kind=app-aot-elf --elf=/usr/local/google/home/asiva/tmp/hello.aot --enable-asserts ~/tmp/hello.dart.dill

>/usr/local/google/home/asiva/workspace/dart-tot/sdk/out/ReleaseX64/dart_precompiled_runtime --enable-asserts ~/tmp/hello.aot
Hello

If you notice in the above example the kernel file (~/tmp/.hello.dart.dill) is always the same as is generated without the --enable-asserts option.
~

In the example above is the application running in development mode (under JIT) or as an AOT application ?

I don't have an answer to this question. We may need to add this test case to the engine unit-test harness and run in the different modes to find out.

Closing, since there's an open issue to deprecate this https://github.com/flutter/flutter/issues/85431


Expandable Cards top transform incorrect if page is scrolled when inside swiper slider

Framework7 version: 4.3.0
Platform and Target: iOS 12.2
Live Link or JSFiddle: PREFERABLY (IF YOU WANT YOUR ISSUE TO BE RESOLVED ASAP). You can start from forking the following JSFiddle template: JSFiddle:

JSFiddle: https://jsfiddle.net/amngeqy8/2/show
Youtube Demo: https://www.youtube.com/watch?v=qM4w28FipAE
Describe the bug
There seems to be an issue with offset of an expandable card relative to the top of the screen/web browser when an expandable card is placed within a swiper slider on iOS 12.2.x
To Reproduce
Steps to reproduce the behavior:

Visit the JS Fiddle link in safari on an iOS 12.2.x device
https://jsfiddle.net/amngeqy8/2/show
Scroll down so that the expandable cards are almost out of view
Click on one of the cards, and observe that it opens properly
Close the expandable card by swiping down on the card to close it
Re-click on the expandable card, and observe the weird offset from the top

Expected behavior
Expandable card will properly scale to the appropriate offset from the top of the page
Actual Behavior
A strange translation offset occurs during the second attempt of opening an expandable card
Screenshots
If applicable, add screenshots to help explain your problem.

Well, iOS 12 becomes more and more annoying with such issues :) Fixed now, will land in next update

@nolimits4web you are my favourite person in the world 🙏🏼 If only Apple didn't just always change things like this, that would be just swell haha.


BUG - CANT Select the option boxes to translate

The addon dont let me click on the boxes for translate, i already reinstaled and deleted the folders and still like that

Hello. I'm sorry for this issue. I'm currently working to solve it. Other job assignments are making me take too long to fix this. My apologies!

I had the same issue and found how to solve it. I changed language to kazakh (dont ask why, i just did) and all boxes became clickable

I had the same issue and found how to solve it. I changed language to kazakh (dont ask why, i just did) and all boxes became clickable

Actually just changing to any other language in the list refreshes the UI

+1
Can I change directly on any config file?

+1
Can I change directly on any config file?

You can change at the config window itself selecting a different language but if you want to change the plugin config file in %appdata%\XIVLauncher\pluginConfigs\Echoglossian.json. There is a field called "Lang". Accepted values are between 0 and 118

Fixed in the current release


Android app doesn't track hand landmarks

Description
I want to export android app. What I do:

in the StreamingAssets folder I added hand tracking scene, .bytes files and handedness.txt, also in the selected Streaming Assets
In the  BuildingSettings  I ticked Start scene and HandTracking and app is built without problems. To android it's installed successfully too. It doesn't crash, but when I start it the landmarks aren't been drawn.
My first thought was that the problem is in the code, to which I made some changes. However in unity everything works fine. Moreover, when I tried to export it by the Development Build there weren't any errors in the console

Moreover, when I tried to export it by the Development Build there weren't any errors in the console

Please use the Build/Install issue form and share the log.


Big Bug

I've made good progress on the foundation. I'm adding some notes about the design. It's all more more locked down at this point as it definitely takes after Dig Dug primarily (not breakout).
The game will draw from a few mechanics I enjoyed in Steamworld Dig, Dome Keeper, Helldivers, and Dave the Diver.
Art style:
I will take all the help I can get! 16-bit feel with a comically angry/evil playable Dr. Garbotnik character. I could especially use help with some backgrounds, a few different poses & sizes of garbotnik (he will have a few monologues in between gameplay sections), small expendable items ("wiles"), and... bugs. Please hit me up on Slack if you'd tackle any one of those or additional art that fits into the design.
The gameplay loop:

In the death dumpster, set your loadout by assigning "wiles" into the A, B, and C buttons. I am declaring the Death Dumpster our Magfest version of the Death Egg. Also think of it like the mothership in helldivers.
 Return to the surface before time runs out, or before health runs out (to be determined...)?
Return to the death dumpster and prepare a small menu of recipes for the evening.
Set the death dumpster on Earth disguised as the "Big Bug" fast food joint. I need a little animation of a tarp being unfurled over the facade of the dumpster painted like a restaurant.
Serve pangolin customers bug meals to earn rings (similar minigame and camera perspective as in Dave the Diver). Fyi, pangolins do eat ants IRL. Pangolin customers look fairly realistic, crawling into the restaurant on all fours before sitting at the bar like a human. There is a very very low chance that a customer is the obviously cartoony style pango the pangolin walking in on two legs. In this case, you can launch the death dumpster back into space to get the end of game cutscene. Otherwise, customers clear out before night, and you launch into space alone.
Purchase more "wiles" with your rings which help the player to dive deeper and kill more bugs.

Dr. Ovo Garbotnik's Wiles:
Below are listed the in-game description text, plus my own notes. The player may need to try them out in various situations to learn how best to use them. And there should be some fun in discovering which wiles can synergize together. Wiles also do fancy things to the swadge LEDs when the player has the privilege of using one. With a few exceptions, they all work by dropping a small beacon device that marks where the thing will drop in from the sky. The player may call it down a vertically carved shaft, or go through some horizontal shaft and try targeting some bugs that are above the player.
Faulty Wile
-In-game text: Tends to explode in a few short seconds before establishing communication with the Death Dumpster. Still ironing out the kinks.
-Developer notes: Places it right at Garbotnik like all the other wiles, but this one just explodes right there. If you don't leave the blast radius before detonation, you will be pushed by the blast and take damage (unless shield is active). The blast also kills bugs and destroys dirt in the radius.
Drill Bot
-In-game text: A robot that drills horizontally. Very obedient in this task until the battery runs out.
-Developer notes: This is basically drillbert from Domekeeper. But it breaks down after a time in keeping with the overall design of wiles helping out for a brief period.
Orbital Drill
-In-game text: The Death Dumpster's laser will drill vertically, vaporizing targets below.
-Developer notes: Be sure to move horizontally out of the way before it gets to you. This can be useful to quickly carve deeper into the more dense sections, or call it down on one of the beefier bugs, or on several bugs vertically aligned in different layers.
Shield
-In-game text: Quantum particles are delivered (even through dirt) until a wearer is found who becomes invulnerable for 10 seconds.
-Developer notes: It traverses vertically down through any dirt. The player needs to intercept it to get the shield. If a bug intercepts it, then woops - the bug now has a shield. Useful not just for bumping bugs, but also bumping dirt without taking damage. Protects against the player's own damage-heavy wiles, or just helps offer peace of mind to safely return to the surface.
501Kg Bomb
-In-game text: Calls down ordinance from the Death Dumpster's stockpile.
-Developer notes: Very similar to the faulty wile with a larger blast radius. But this one drops down from space, so the player might want to call through a vertically carved shaft to detonate deep down.
Atmospheric Atomizer
-In-game text: It was supposed to be the Death Dumpster's own onboard time machine, but it does eviscerate the atmosphere within a few square miles for 30 seconds.
-Developer notes: Basically it turns off drag in the game, allowing you glide around freely bumping into lots of dirt tiles. Maybe especially interesting by launching yourself with a bomb while you have a shield applied. I can imagine some fun, sparkly swadge LED effects during this one.
Doug's Improved Harpoon
-In-game text: After finding this tool trashed by a resigned lunch-bucket worker, Dr. Ovo made modifications so it will more effectively neutralize any bug.
 And a classic nod to Dig Dug.
https://github.com/AEFeinstein/Super-2024-Swadge-FW/assets/6497989/c453cf5d-4b05-4275-808e-d37aff1f4a18

https://github.com/AEFeinstein/Super-2024-Swadge-FW/assets/6497989/a480e639-f38a-4b2b-a682-0f4cdc8c33d9

https://github.com/AEFeinstein/Super-2024-Swadge-FW/assets/6497989/85d123fa-2a40-4591-ba9f-6d1667f82686

I need an artist's help for a tileable cave background png that is 255x255 resolution.

Design change to the control scheme: why not just go full helldivers and hold down the 'a' button to type in a stratagem sequence on the d-pad. That leaves 'b' button available for shooting harpoons, and 'c' button for tethering/untethering bugs.

I did a rebase which pulled in the 2025 sonic themed menu! It also fixed the row of dirt tiles at the top of the screen.
https://github.com/AEFeinstein/Super-2024-Swadge-FW/assets/6497989/b444451f-5d18-49e1-89ff-cf307496f7dc

I'm not done working with the visuals of the menu, but it's not gonna change too drastically from here.

Did some nice tile work today in aseprite.
video:
https://github.com/AEFeinstein/Super-2024-Swadge-FW/assets/6497989/c6f20cb7-984c-4d14-aedf-3ff4be17ecf4
Here is also an image of where the medium and hard densities are headed. They should all fit side by side nicely... eventually.
images:

I'm not done working with the visuals of the menu, but it's not gonna change too drastically from here.

I appreciate your involvement! It would be cool if the balls orbit around the center of the main menu!

Yep, working on animations, better fonts, better colors, and a better battery indicator

Progress with some shading and the medium hardness tileset.
video:
https://github.com/AEFeinstein/Super-2024-Swadge-FW/assets/6497989/aedb3731-0f99-4419-8276-5717c041e55f

That's looking so trashy!

I made a procedural way to generate levels in blender. The pixels are read in by the game to set soft, medium, or hard density tiles.

While it's great to see each tile set works seamlessly beside the others, they are as visually distinctive as I was hoping. For gameplay purposes it would have been good if the player could very clearly distinguish blocks that will require more damage to delete. hmmmmmmmmm
https://github.com/AEFeinstein/Super-2024-Swadge-FW/assets/6497989/4362add5-4045-4612-afac-4e2e079695e6

Color could be a strong indicator, and the tiles seem pretty grey. There's some nice goop already which could be jazzed up.

Color could be a strong indicator, and the tiles seem pretty grey. There's some nice goop already which could be jazzed up.

I might do something more with the goop. Using the same color palette is kind of important for the illusion of objects crossing the tile seams.

Did a despeckle filter on all the tiles. Got Ovo bouncing nicely. Digging only occurs at steep angles. Camera is no longer nauseating while you dig.
https://github.com/AEFeinstein/Super-2024-Swadge-FW/assets/6497989/940fed20-077b-4bb1-9862-25609e6e2092

For color, as long as the seams are consistently grey, color inside the tile can be whatever. Just a thought. Or you could make a ton of tiles for each transition at each edge. That seems less tenable.

Maybe have the tiles change in density as you chip away at them too? Might be nice feedback

For color, as long as the seams are consistently grey, color inside the tile can be whatever. Just a thought. Or you could make a ton of tiles for each transition at each edge. That seems less tenable.

Good idea, I'll try eventually. Thank you! I may move on to other gameplay pillars first next jam session.

https://github.com/AEFeinstein/Super-2024-Swadge-FW/assets/6497989/8057f9c3-2eb5-4dcf-a706-9a044db109d5

Did lots of work on tile art today shown in the video above. The midground tiles will be regions restraining x,y traversing bugs. If you expose an entire midground region from the foreground, I plan a flood fill style collapse neutralizing any bugs there.
I've also started some animation in blender for when you bust tiles. Check it out!
https://github.com/AEFeinstein/Super-2024-Swadge-FW/assets/6497989/91450582-2e41-453e-ae89-b95c996b4c92

Whoa animation. I'm all programming, no art, so this is very impressive to me!

Boom, animated entities!
https://github.com/AEFeinstein/Super-2024-Swadge-FW/assets/6497989/e77fdbcb-8e25-4f8c-8e9e-dd43849a93dd

I'm trying to think up a method to crumble midground regions when they become unsupported by foreground. An exhaustive floodfill upon every midground reveal sounds expensive. Thinking of some behaviors that are present in valheim. Either managing the search over many frames or storing some support data in every tile. I don't know yet.

Terrain crumbling is a fairly important mechanic to me because it would open up different strategies to deal with enemies.

Hm, I don't quite get what you mean by midground and foreground. Is the game taking place on one 2D plane or more?

There is a another plane of gameplay rendered behind the player. Right now it's looking like a pale gray. So I was thinking of some bugs that can traverse x & y axes on that plane using a top down rendering. And some bugs that can only patrol left and right on the foreground using a side rendering.

If I'm understanding, you have two 2D grids that are somehow connected along the Z axis, and you're looking for wholly disconnected sections to crumble? Flood fill is going to be your best bet, and I would strongly recommend implementing it with a list_t rather than recursion. Recursion has a lot of function calling overhead (slow) and can chew through the stack (big). With a list_t you can:

Add your initial index to the list_t
While the list_t is not empty:

Remove an index from the list_t
Check that index, and mark it as checked & connected (every space needs a boolean flag)
Add all that index's unchecked neighbors to the list_t

Sounds spot on. Will be a while again for me to work on things. My main drive has died today and I'll have to setup everything again from scratch.

Oh yikes. I hope you had everything pushed to GitHub

Well this project is in a decent place. I only lost some blender and aseprite work for tilesets and level gen since I was only checking in final assets.

I'm overdue for a blog post! TLDR: I got my dev environment set up again, and even got to debugging on physical swadge hardware over UART & PuTTy thanks to all the other super helpful advice I'm picking up from Adam, Dylan, CNLohr, and others too. That is not easy. Got some awesome graphics & lighting done on the background, midground, and foreground. And got character rotation implemented.
There is some awesome new background art. Concept art was provided by Kaitie, and I went over it in Krita with a two tone lighting style, and dithered gradient in the lower depths with Python Image Library. Also came up with another background, so there are two layers back there at different parallax distances if you look closely.
This cycle was a big push towards immersive lighting, and I am excited to show you! I will be going forward with a battery stat the player must manage which doubles as health (rather than having a health bar). You will only dive as long as your headlamp is powered on to show you the way and your battery also keeps your machine airborne. Taking damage would also knock down your time remaining in the level by "routing energy into the shield".
I made this lookup texture where the red, green, and blue channels represent how the headlamp illuminates the level as garbotnik rotates from left to right. It represents left facing light, forward facing, and right facing. The left and right facing are also positioned to light up a little bit behind the player. Maybe this could be attributed to bounce light, but mainly I thought it would be frustrating gameplay to have complete darkness directly to your left or right. Technically I might have sampled the red channel backwards for right-facing situations, but this was a bit quicker to code using the three channels. As you rotate towards center, the midground interpolates more or less interpolates towards darkness, and then the foreground interpolates towards the blue channel and offsets that circular lookup left or right based on character rotation.
https://github.com/user-attachments/assets/571a50f1-a1c0-49b2-9b54-86508d4ee8ab

You may notice the tiles are lighting on a quarter-tile size with a dithering effect. It was a real puzzle to figure out this effect with the limited swadge color space, but I used python image library to chop up my full-size tiles and generate 6 carefully dithered versions of everything for brightness levels zero through five. This produced 1,080 files totaling 203 KB even after optimizing the tile lookups to reuse certain sprites. (We get 4 or 16 MB of space, right? This should be OK). The code loads them into spiram via for loops (which I am told I basically cannot possibly fill via game dev). This takes a good minute on the swadge, or 6 seconds in the emulator. I'll ask for some help adding a loading screen most likely.

Here's what the midground and background look like!
https://github.com/user-attachments/assets/a32f99f5-f4d3-4d25-b736-425a914844e3
The garbage crumbling algorithm or twin-stick shooting may be next on my list. Crumbling is halfway done already, but it is still needing a* pathfinding to determine stability and some management of uncalculated blocks. Twin stick shooting I imagine will consist of harpoons launching from one of those springy accordion comic hands that extends from behind the player sprite in the direction of a touchpad release event.
Here is a sneak peak of some bugs and pangolin customer animation from Kaitie. I'd like to run them through PIL to generate the different lighting levels if space & load time will allow. I might replace some pixels with bright colors because these would be the fully-lit versions, with 5 darker versions also generated.

I look forward to hosting a midi music jam in October once the game is in a further state. And development may continue to be in weird concentrated bursts as I also handle some IRL things.

I've never been so excited to have this many bugs in the firmware.


[improve][doc] Add doc of reader config to pulsar-io-debezium

Fixes https://github.com/apache/pulsar/issues/16674
Motivation
Add doc for https://github.com/apache/pulsar/pull/16675
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This change is a trivial rework / code cleanup without any test coverage.
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This change is already covered by existing tests, such as (please describe tests).
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This change added tests and can be verified as follows:
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Added integration tests for end-to-end deployment with large payloads (10MB)
Extended integration test for recovery after broker failure

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If yes was chosen, please highlight the changes

Dependencies (does it add or upgrade a dependency): (yes / no)
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The schema: (yes / no / don't know)
The default values of configurations: (yes / no)
The wire protocol: (yes / no)
The rest endpoints: (yes / no)
The admin cli options: (yes / no)
Anything that affects deployment: (yes / no / don't know)

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@freeznet thanks for adding the docs. I left several minor suggestions. Another concern is the historical doc versions you changed is 2.9.3 and 2.10.1 while the code PR seems to serve 2.9.4 and 2.10.2?

@momo-jun you are right, could you please tell me how can I add the doc to 2.9.4 and 2.10.2?

@freeznet thanks for adding the docs. I left several minor suggestions. Another concern is the historical doc versions you changed is 2.9.3 and 2.10.1 while the code PR seems to serve 2.9.4 and 2.10.2?

@momo-jun you are right, could you please tell me how can I add the doc to 2.9.4 and 2.10.2?

In the current practice of Pulsar doc release and maintenance, the docs for the upcoming 2.9.4 and 2.10.2 releases aren't in place until the release is ready to announce. Since PIP-190 has been adopted, I'm generating 2.9.x and 2.10.x docs in #16925. You can leave them as they are in this PR and I will sync your changes there.


How does the quality of the model change after running weight averaging on a single checkpoint ?

Hi,
In order to save disk space, I only keep the last checkpoint of a model ("Meta_A/checkpoint_XYZ.pt") after running the weight averaging. But then later I train a new model and run weight averaging again (so it shows that it runs on the first model "A" with a single checkpoint).
Will it change the best.pt of the first model "A" ? Will it matter if I use it as a pretrained checkpoint to finetune a new model on it ?
Thanks in advance for your explanation!

The weight averaging takes the average weights of the last n checkpoints. If you delete all models but the last one and re-run the averaging, the resulting model will be the average of just one model, i.e. just the model itself. The impact on the quality is probably negligible for models where one epoch is just a couple of steps. The impact will be greater for models where the checkpoints are many thousands of steps apart. SO I believe for your use cases this does not matter.

That's clear thank you!


Integrate Weblate for translation

A lot of translators use weblate to improve translations. It's more user friendly than modifying XML files, so it can be a good platform for translators and it can increase the contributors for translations.

The server has already been added to weblate. c.f. https://github.com/fossasia/open-event-orga-server/issues/2574
Agree the Android client should also be added.

It is not that accurate plus we have this as a GCI task, which makes it easy to get validated translations.