MonoTouch.Dialog Elements can be null when search bar used too quickly

If you have a DialogViewController with a search bar and a user taps between the search bar and the cancel button fast, the Elements node of the Section in the Prepare method on line 2422 of the Elements.cs code is sometimes null so it throws a NullReferenceException.
            public override void FinishSearch ()
	{
		try {
			base.FinishSearch ();
		}
		catch (NullReferenceException ex) {
			// Possible MT bug
		}
	}

From DialogViewcontroller.cs
	public virtual void FinishSearch ()
	{
		if (originalSections == null)
			return;

		Root.Sections = new List<Section> (originalSections);
		originalSections = null;
		originalElements = null;
		searchBar.ResignFirstResponder ();
		ReloadData ();
	}

I have reproduced this using a solution and sent the source code to Miguel.
To reproduce the bug, please type in a search term. Click on select, and then immediately Cancel. Then start a new search.
If you do this a few times you will get the afformentioned bug.
This appears to be a threading synchronisation issue.

Someone else also having this issue: http://stackoverflow.com/questions/8752671/monotouch-dialog-elements-can-be-null-when-search-bar-used-too-quick


python3Packages.langchain-core: 0.2.33 -> 0.2.37; refactor update script

Description of changes

python3Packages.langchain-core: 0.2.33 -> 0.2.37
Diff: https://github.com/langchain-ai/langchain/compare/refs/tags/langchain-core==0.2.33...langchain-core==0.2.37
Changelog: https://github.com/langchain-ai/langchain/releases/tag/v0.2.37

python3Packages.langchain: 0.2.14 -> 0.2.15
Diff: https://github.com/langchain-ai/langchain/compare/refs/tags/langchain==0.2.14...langchain==0.2.15
Changelog: https://github.com/langchain-ai/langchain/releases/tag/v0.2.15

python3Packages.langchain-community: 0.2.12 -> 0.2.15
Diff: https://github.com/langchain-ai/langchain/compare/refs/tags/langchain-community==0.2.12...langchain-community==0.2.15
Changelog: https://github.com/langchain-ai/langchain/releases/tag/langchain-community==0.2.15

Things done

Built on platform(s)

[x] x86_64-linux
[ ] aarch64-linux
[ ] x86_64-darwin
[ ] aarch64-darwin

For non-Linux: Is sandboxing enabled in nix.conf? (See Nix manual)

[x] sandbox = relaxed
[ ] sandbox = true

[x] Tested, as applicable:

NixOS test(s) (look inside nixos/tests)
and/or package tests
or, for functions and "core" functionality, tests in lib/tests or pkgs/test
made sure NixOS tests are linked to the relevant packages

[ ] Tested compilation of all packages that depend on this change using nix-shell -p nixpkgs-review --run "nixpkgs-review rev HEAD". Note: all changes have to be committed, also see nixpkgs-review usage
[ ] Tested basic functionality of all binary files (usually in ./result/bin/)
24.11 Release Notes (or backporting 23.11 and 24.05 Release notes)

[ ] (Package updates) Added a release notes entry if the change is major or breaking
[ ] (Module updates) Added a release notes entry if the change is significant
[ ] (Module addition) Added a release notes entry if adding a new NixOS module

[x] Fits CONTRIBUTING.md.

Add a :+1: reaction to pull requests you find important.

Result of nixpkgs-review pr 338742 run on x86_64-linux 1

2 packages marked as broken and skipped:

khoj
khoj.dist

4 packages failed to build:

python311Packages.langgraph
python311Packages.langgraph.dist
python312Packages.langgraph
python312Packages.langgraph.dist

60 packages built:

open-webui
open-webui.dist
pentestgpt
pentestgpt.dist
python311Packages.langchain
python311Packages.langchain-aws
python311Packages.langchain-aws.dist
python311Packages.langchain-azure-dynamic-sessions
python311Packages.langchain-azure-dynamic-sessions.dist
python311Packages.langchain-chroma
python311Packages.langchain-chroma.dist
python311Packages.langchain-community
python311Packages.langchain-community.dist
python311Packages.langchain-core
python311Packages.langchain-core.dist
python311Packages.langchain-huggingface
python311Packages.langchain-huggingface.dist
python311Packages.langchain-mongodb
python311Packages.langchain-mongodb.dist
python311Packages.langchain-openai
python311Packages.langchain-openai.dist
python311Packages.langchain-standard-tests
python311Packages.langchain-standard-tests.dist
python311Packages.langchain-text-splitters
python311Packages.langchain-text-splitters.dist
python311Packages.langchain.dist
python311Packages.langgraph-checkpoint
python311Packages.langgraph-checkpoint-postgres
python311Packages.langgraph-checkpoint-postgres.dist
python311Packages.langgraph-checkpoint-sqlite
python311Packages.langgraph-checkpoint-sqlite.dist
python311Packages.langgraph-checkpoint.dist
python312Packages.langchain
python312Packages.langchain-aws
python312Packages.langchain-aws.dist
python312Packages.langchain-azure-dynamic-sessions
python312Packages.langchain-azure-dynamic-sessions.dist
python312Packages.langchain-chroma
python312Packages.langchain-chroma.dist
python312Packages.langchain-community
python312Packages.langchain-community.dist
python312Packages.langchain-core
python312Packages.langchain-core.dist
python312Packages.langchain-huggingface
python312Packages.langchain-huggingface.dist
python312Packages.langchain-mongodb
python312Packages.langchain-mongodb.dist
python312Packages.langchain-openai
python312Packages.langchain-openai.dist
python312Packages.langchain-standard-tests
python312Packages.langchain-standard-tests.dist
python312Packages.langchain-text-splitters
python312Packages.langchain-text-splitters.dist
python312Packages.langchain.dist
python312Packages.langgraph-checkpoint
python312Packages.langgraph-checkpoint-postgres
python312Packages.langgraph-checkpoint-postgres.dist
python312Packages.langgraph-checkpoint-sqlite
python312Packages.langgraph-checkpoint-sqlite.dist
python312Packages.langgraph-checkpoint.dist


Search functionality (Book Web)

See Req. 4.7 and sub-requirements

Closing this because we scrapped this feature due to time-limit.


How can I get the original url of the link what clicked

Hi, I have this router:
this.router.on({
'/Admin': (params, query) => this.loadPage(params, query),
'/Admin/Test': (params, query) => this.loadPage(params, query)
}).resolve();
In loadPage I would like to do an ajax GET request for the clicked link's url.

I added a PR for this too. https://github.com/krasimir/navigo/pull/101 I'm sure it is not the most elegant solution, but better then nothing, or better then other hacky solutions popped into my mind.

4.5.0 now contains lastRouteResolved that returns the latest matched URL.

Thank you!


Blank interface in Windows 10 system

Keybase GUI Version: 4.4.2-20190912155038+4931602c61
The app in Windows 10 system show blank interface if I open it for long time(about an hour).
The only way to make the app works, is restart.
It may a big bug for you. Please fix it.

Keybase GUI Version: 4.4.2-20190912155038+4931602c61
Same for me, it happened 2 times already:
https://gyazo.com/1cbe6ad670466af1ebc96273b9c280dd

This happens to me frequently. Starts out ok, over some random period of time of normal window usage (switching focus between other apps) the Keybase window will just go blank / black. Mouse over does change while hovering over, indicating buttons underneath. You can interact with those clicks, indicating this is a draw problem.
Changing window size and moving between display monitors can sometimes redraw it back to normal. But it will always blank out eventually.
Keybase GUI Version: 5.5.0-20200526131901+139bb348af
Microsoft Windows 10 Enterprise Release 1909


Training the transformer with pre-trained subword embeddings

Hi Yasmin,
Iʻm struggling to get decent results when training with pretrained subword embeddings (BPEmb).
I think, although small, my data is of very good quality and I might be doing something wrong along the way.
See below my config file.
For source side I am leveraging the BPEmb subword embeddings truncated at 256 dimensions with the original vocab file that was built with the same tokenizer model, and I also used the tokenizer model to tokenize my entire src-train.fr corpus and tokenize the src-val.fr validation corpus too. For the target side, I have built a Sentencepiece subword Unigram tokenization model and vocab file.
I also tried to freeze the embeddings on the encoder side but to no avail. Can you please provide some guidance?
`# Configuration file for OpenNMT-py training and translation
Model architecture configuration
encoder_type: transformer
decoder_type: transformer
position_encoding: true
layers: 6
hidden_size: 256
heads: 8
transformer_ff: 2048
dropout_steps: [0]
dropout: [0.3]
attention_dropout: [0.3]
lora_dropout: 0.3
Pretrained embeddings configuration for the source language
src_embeddings: data/fr.wiki.bpe.vs200000.d300.w2v-256.txt  # Ensure this path is correct
embeddings_type: word2vec  # Ensure this matches the format of your embeddings
word_vec_size: 256
Optimization
optim: adam
adam_beta1: 0.9
adam_beta2: 0.998
decay_method: noam
learning_rate: 2.0
max_grad_norm: 0.0
normalization: tokens
param_init: 0.0
param_init_glorot: true
#position_encoding: false
#max_relative_positions: 20
model_dtype: "fp16"
Batching
batch_size: 2048
batch_type: tokens
accum_count: 8
max_generator_batches: 2
Tokenization options
#src_subword_type: bpe  # Specify the tokenization method for the source side
#tgt_subword_type: sentencepiece  # Specify the tokenization method for the target side
src_subword_model: data/fr.wiki.bpe.vs200000.model # Path to the BPEmb model
tgt_subword_model: data/tgt_spm.model  # Path to the SentencePiece model
src_vocab: data/fr.wiki.bpe.vs200000.onmt_vocab  # Path to the source vocabulary
tgt_vocab: data/tgt_spm.onmt_vocab  # Path to the target vocabulary
Training hyperparameters
save_model: run/model
keep_checkpoint: 20
save_checkpoint_steps: 1000
seed: -1
train_steps: 100000
valid_steps: 500
warmup_steps: 8000
report_every: 500
early_stopping: 5
early_stopping_criteria: accuracy
TensorBoard configuration
tensorboard: true
tensorboard_log_dir: run/logs
Error handling
on_error: raise
Train on a single GPU
world_size: 1
gpu_ranks: [0]
Path for saving data required by pretrained embeddings
save_data: data/processed
Corpus opts:
data:
corpus_1:
path_src: src-train.fr
path_tgt: tgt-train.ty
transforms: [normalize, sentencepiece, filtertoolong]
weight: 1
src_lang: fr
tgt_lang: ty
norm_quote_commas: true
norm_numbers: true
valid:
path_src: src-val.fr
path_tgt: tgt-val.ty
transforms: [normalize, sentencepiece, filtertoolong]
src_lang: fr
tgt_lang: ty
norm_quote_commas: true
norm_numbers: true`

Hello! I am afraid I did not try using pre-trained embedding with OpenNMT-py before. Maybe some posts on the official forum might help.


SequenceGenerator get no new number

Hi Tolis,
in 18.2.300 the SequenceGenerator gives no new number. Stepping through the code, it seems that the Generator do not initialize correct. The "_defaultDataLayer" is null.

the SequenceGenerator auto initialize only for (MSSQL,MYSQL,Oracle) rpoviders and while ConfigurationManager.AppSettings["DisableSequenceGenerator"]!=true, if does not auto initialize for those cases please provide a sample.

Hi Tolis,
the Database is MSSQL and ConfigurationManager.AppSettings["DisableSequenceGenerator"]!=true is correct set.
It seems that the attach doesn´t work. The first line
(!xpandModuleBase.Executed(SequenceGeneratorHelperName))
always returns false so that the InitializeSequenceGenerator() is never executed.
public void Attach(XpandModuleBase xpandModuleBase) {
if (!xpandModuleBase.Executed(SequenceGeneratorHelperName)) {
if (SequenceObjectType == null) {
SequenceObjectType =xpandModuleBase.LoadFromBaseImpl("Xpand.Persistent.BaseImpl.SequenceObject");
}
if (xpandModuleBase.RuntimeMode) {
_xpandModuleBase = xpandModuleBase;
Application.LoggedOff += ApplicationOnLoggedOff;
var helper = new ConnectionStringHelper();
helper.Attach(_xpandModuleBase);
helper.ConnectionStringUpdated += (sender, args) => {
var disable = ConfigurationManager.AppSettings["DisableSequenceGenerator"];
if (string.IsNullOrEmpty(disable)||!disable.Contains("true"))
InitializeSequenceGenerator();
};
}
}
}

always returns false so that the InitializeSequenceGenerator() is never executed.

which means that is already executed.
btw why don't you explicitly initialize the SequenceGenerator using for exemplae this overload?
https://github.com/eXpandFramework/eXpand/blob/356c881b25266391420717e6d6b8e9e3534d7774/Xpand/Xpand.Persistent/Xpand.Persistent.Base/General/SequenceGenerator.cs#L311-L312

(!xpandModuleBase.Executed(SequenceGeneratorHelperName))
always returns false so that the InitializeSequenceGenerator() is never executed.

also can you do not have any ISequenceGeneratorUser module like these the XpandSystemModule or the ModelDifferenceModule. In those cases you should initialize as suggested above.

Hi Tolis,
I´ve got the XpandSystemModule but not the ModelDifferenceModule in the project.
I tried
    protected override void CreateDefaultObjectSpaceProvider(CreateCustomObjectSpaceProviderEventArgs args)
    {
        args.ObjectSpaceProviders.Add(new XPObjectSpaceProvider(XPObjectSpaceProvider.GetDataStoreProvider(args.ConnectionString, args.Connection, true),true));
        args.ObjectSpaceProviders.Add(new NonPersistentObjectSpaceProvider(TypesInfo, null));

        Xpand.Persistent.Base.General.SequenceGenerator.Initialize(args.ConnectionString, typeof(Xpand.Persistent.BaseImpl.SequenceObject));
    }

and it worked.

I add both moduls XpandSystemModule and ModelDifferenceModule to the project (and deleted the explicit initalization) and it do not work.

sorry i cannot suggest anything without being able to repro it and in my tests worked fine.


visualization

Hello, I would like to know how this visualization of the attention map is implemented, is it convenient to provide the relevant code. I hope you get better and better in your scientific research.

Thank you for your attention. There are two different "attention maps" in this repository.
For imaging-differentiation map $\mathcal{M}_d$ in "Synthesis-based Imaging-Differentiation Representation Learning for Multi-Sequence 3D/4D MRI", you can refer to the code here,
https://github.com/fiy2W/mri_seq2seq/blob/main/publications/src/seq2seq/README.md#imaging-differentiation-map
In addition, if you want to get $\mathcal{M}_d$ easily and automatically, you can try our nnSeq2Seq tool. Refer to the guide here,
https://github.com/fiy2W/mri_seq2seq/blob/main/nnseq2seq/docs/how_to_use_nnseq2seq.md#run-inference
For task-specific enhanced map (TSEM) in "An Explainable Deep Framework: Towards Task-Specific Fusion for Multi-to-One MRI Synthesis", you can refer to the code here,
https://github.com/fiy2W/mri_seq2seq/blob/main/publications/src/tsf/README.md#task-specific-enhanced-map-tsem
Let me know if you have any questions about our codes.


getAllData() doesn't return networkStats for all interfaces.

With the change to networkStats to support the wildcard "*" to get network stats for all interfaces (#181) it would be nice if getAllData() would make use of this wildcard as currently it returns the default interface only.

@credomane  As networkStats() also defaults to the default interface, I implemented the same behaviour for getAllData(). So if you want getAllData to return data for all interfaces, you can easily manage this by calling it like
si.getAllData('apache, ...', '*').then(...

This is I guess more consistent. Makes sense??
But anyway, if you really want to get network stats periodically, you should call this in a loop as explained in https://systeminformation.io/statsfunctions.html

I'm using the stat functions already, BTW.  SystemInformation is awesome! Wish I discovered it sooner.
Best I can remember from last week is I was trying to see what all this package could see/discover using getAllData and specifically noticed it wasn't returning all network data. Looked to docs, couldn't find getAllData() so I went to the source and saw this line https://github.com/sebhildebrandt/systeminformation/blob/3175da35b5b8a2372f5c1130d8f0a5ed86cdc90d/lib/index.js#L138 and thought maybe this should use '*' now instead of network.getDefaultNetworkInterface() for the "fallback" value since that is possible now.
Had I just looked how iface was defined or looked at the docs closer I would have discovered the arguments for getAllData(). Take it from me don't read source distracted and/or tired. Sorry for wasting your time on this report.

@credomane you are always welcome. No problem. If you discover any other issue or idea, just report its here on GitHub. Happy to make this package better. Regards.


[Bug] html lang attribute not changing on language switch

Example page: https://docs.coregames.com/
Steps:

Go to above website, inspect and check HTML's lang tag value. It should be en.
Use the language switcher and switch to Francais (Beta). lang stays at en.

Config:
  - i18n:
      default_language: en
      languages:
        fr: Français (Beta)

It works on https://ultrabug.github.io/mkdocs-static-i18n/ so I'm suspecting some config.

site/fr/tutorials/lua_basics_manticoin/index.html:
site/fr/tutorials/lua_basics_manticoin/index.html:
site/fr/index.html:
site/fr/index.html:

I can't reproduce on your development branch

@ultrabug Uh, really?  Hrm.

@ultrabug any hints on where I could start looking?

Now I'm extra confused because I can't get it to work on that commit either.. Hrm.

You mean you can reproduce? did you recreate your venv? tbh I don't really know where to start because I was under the impression that I was doing the right thing and that it works as intended on the demo website...

Since it does not work in my env and not on Netlify either, I assume it's something else. What I meant is that I can not get it to work on the commit you tried or on the latest.

Yeah does not work with a fresh venv either...I don't get it at all. Tried with default material theme, tried with i18n as the only plugin..

@ultrabug Can you try on the latest commit again please? I tested on 3 systems now and it does not work anywhere :(

ok I'll give it a try again
* commit b1ae0eddd2cb04091b2d0259646e93aa32a77152 (HEAD -> development, origin/development, origin/HEAD)
| Author: Apalatn<EMAIL_ADDRESS>| Date:   Tue Jun 15 09:55:54 2021 -0700

brand new venv, with requirements.txt installed
running with DEFAULT_LANGUAGE_ONLY=false mkdocs serve

ok I'll give it a try again
* commit b1ae0eddd2cb04091b2d0259646e93aa32a77152 (HEAD -> development, origin/development, origin/HEAD)
| Author: Apalatn<EMAIL_ADDRESS>| Date:   Tue Jun 15 09:55:54 2021 -0700

brand new venv, with requirements.txt installed
running with DEFAULT_LANGUAGE_ONLY=false mkdocs serve

And it works?

And it works?

No... I can reproduce the problem now, I'll have a look

And it works?

No... I can reproduce the problem now, I'll have a look

Oh my god, that makes me so happy, haha. I was going crazy here.

Ok I found why, this is because your theme.name is null and you derive material from a git submodule
This means that mkdocs-static-i18n cannot detect the material theme and thus does not set the theme.language for you (and you explicitly force the theme.language to be en)

Oh that makes sense. I had actually tried not setting theme.language but that causes material to fail compiling as well...

It does because you use it through a custom_dir and the material code can't find the language file since it's not a proper material distribution. In a sense, it suffers from the same problem as mkdocs-static-i18n.
If you use theme.name: material you can omit the language parameter just fine!
I suggest you just pin your material version and use overrides where appropriate mate.
As it is, this is not a mkdocs-static-i18n bug to me.

@ultrabug problem with that is that it is a very very customized fork that not only uses overrides...

I understand mate.
Maybe there's another way to get the name of the theme that's being used instead of just reading the one declared from the config file when it's set to null
I'll give it a try and try to be smart, stay tuned (after dinner) :)

@ultrabug awesome, thank you. how about the generator meta tag?

@Stanzilla dumb question but...
theme:
  name: material
  custom_dir: mkdocs-material/material

isn't that supposed to work? quick look at mkdocs code and it looks like it should....

@ultrabug awesome, thank you. how about the generator meta tag?

I'd rather not start parsing HTML nope
But I believe that you actually don't need to set theme.name to null and still benefit from your customization

yep. you are are totally right and that fixed it! Thank you so much!

ahah, best fix is no fix ;) enjoy mate, closing


Horrible performance drop from version 3.0.3+ (up to and including 3.1 alpha) using multiple large viewports

Windows 10
NVIDIA GeForce GTX 1050
Rendering the same static scene with no per-frame calculations at 1200x800 is unusable beyond Godot 3.0.2 due to frames plummeting to 10 fps at this resolution and gets worse with it increasing. This issue is not present in 3.0.2, but exists in all versions after it (3.0.3-3.0.6 + 3.1.alpha).

3.0.2
3.0.3

Please provide a link to the scene, or to another minimal reproduction project so that others can test it and diagnose the problem.

Will do as soon as the time allows, since the project is relatively complex.

You have lights with shadows enabled on your scene? Try to disable shadows or lights and test again. Check also if you are using pbr materials with normal maps and other special textures. At least in my case these are the "performance killers" in Godot 3.1.

He is running the same scene in all Godot versions, and those things you mention have always been "performance killers"

Reproduction:

Run PerformanceDrop.zip in 3.0.2
Stretch window size to around 1500x1000
Observe 60 fps
Run it in 3.0.3+
Observe 5 fps

It seems like the performance hit comes from merely having 5 large viewports.
Here's the scene tree:

Here's the Game node script:
extends Spatial

var vps = []

class VP:
	var vp
	var quad

func add_vp(vp, quad):
	var nvp = VP.new()
	nvp.vp = vp
	nvp.quad = quad
	vps.append(nvp)

func _ready():
	var root = get_tree().get_root()
	root.connect("size_changed",self,"resize")

	add_vp($gameVp, $gameVpQuad)
	add_vp($menuVp, $menuVpQuad)
	add_vp($gameVp/bgVp, $gameVp/bgVpQuad)
	add_vp($gameVp/mainVp, $gameVp/mainVpQuad)
	add_vp($menuVp/mainVp, $menuVp/mainVpQuad)
	vps = vps

	for i in range(vps.size()):
		var vp = vps[i]
		setup_vpMat(vp.vp, vp.quad)

	yield(get_tree(), "idle_frame")
	resize()

func setup_vpMat(vp, vpQuad):
	var mat = load("res://Materials/ColorViewport.tres").duplicate()
	mat.set_shader_param("vpTex", vp.get_texture())
	vpQuad.material_override = mat

func resize():
	print("vps: ", vps.size())
	for vp in vps:update_vp(vp.vp, vp.quad)

func update_vp(vp, vpQuad):
	var nWinSize = OS.window_size
	var usedSize = nWinSize*2
	vp.size = usedSize
	print(usedSize)
	vpQuad.scale = Vector3(usedSize.x, usedSize.y, 1)

Here's the shader used for rendering viewports:
render_mode blend_mix,unshaded;

uniform sampler2D vpTex;

vec3 adjust_rgb(vec3 color){
	return mix(pow((color + vec3(0.055)) * (1.0 / (1.0 + 0.055)),vec3(2.4)),color * (1.0 / 12.92),lessThan(color,vec3(0.04045)));
}

void fragment() {
	vec4 albedo_tex = texture(vpTex,UV);
	albedo_tex.rgb = adjust_rgb(albedo_tex.rgb);

	ALBEDO = albedo_tex.rgb;
	ALPHA = albedo_tex.a;
}

NOTE:
The issue here is that "nothing" (apart from the large viewports) is being rendered and version 3.0.2 deals with this fine, but later versions tank performance to unusable levels.

Using v3.1.alpha.custom_build.aeddb30 here; Windows 10 Home v1803 and a GeForce GTX 1060 6GB. Additionally, in case it's needed, I use an i5-2400S (which, yes, is old; but I've yet to ever actually hit a point where I need to upgrade).
I'm not seeing any issues with performance while the game is idling. The game does seem to have some framerate issues during the window resize, but the framerate smooths out relatively quickly afterwards. This is related to resizing the viewports so much, as when I comment out vp.size = usedSize from the update_vp function, those framerate issues during resizes go away.
If I can ask, why are you using so many viewports? I get the feeling you don't need all those viewports for what you're trying to do.

Related: https://github.com/godotengine/godot/issues/19769

If I can ask, why are you using so many viewports? I get the feeling you don't need all those viewports for what you're trying to do.

Well, your feeling is wrong. If anything, 5 viewports is a small number of them for a non-trivial game. Regardless of what I'm doing, the issue here is that there was a significant performance regression, which is important to address.

Regardless of whether my feeling is wrong, I'd still like to know what you're needing so many viewports for. I've never needed more than the one that Godot gives you by default, and I never thought you'd need any more except for multiplayer or for UI elements, and so it seems odd to me that you'd need so many. It'd be nice to have an explanation as to why my feeling is wrong, if you feel it is.

I'd be happy to go into the details on Discord (Rokas#0521) if you're curious, so as not to detract from the topic here.

@rokasv I just took the time to run your test project and it is indeed way slower than it should be (~7 FPS for me). However, the speed does not change based on the version. It was the same speed for 3.1 alpha, master, and 3.02 for me.

@clayjohn just to make sure, I downloaded 3.0 from https://downloads.tuxfamily.org/godotengine/3.0/ for windows 64 bit and am still getting stable 60 fps

I've seen significant performance differences between 32 and 64bit export versions... I can't confirm this is the case here now, but are you guys seeing major performance differences between 32/64bit versons of the game when exported?

@rokasv What you just sent is 3.0, not 3.02. I tried it anyway and I still get ~7 FPS. Given what LikeLakers2 is seeing I'm gonna guess this is a hardware dependent bug. I am running this on my low powered laptop with an integrated intel GPU.

@rokasv That may be true for your machine, but on LikeLakers2's machine it is always 60 FPS and on mine it is always 7 FPS. So clearly, while on your machine there is a difference in versions, there is also a substantial difference between machines. It is also important to note that for both LikeLakers2 and I there is no difference between versions.
To be clear, I don't think the bug is in Godot, I think that there are probably driver related quirks that are causing the issue.

The important part here isn't the specific FPS, it's the drop of the FPS between versions.
Can you try this: change the var usedSize = nWinSize*2 line (change the 2 constant) just until you get 50ish fps in 3.0.2 and then try the same setting on 3.0.3 and report the findings please?

So me and @rokasv have been talking for some time, and he had me try different scales (see his comment just above this one) and giving him the FPS. Here's my findings (3.0.2, 3.0.3, 3.0.6, and v3.1.alpha.custom_build.aeddb30) :

60 fps @ 2x, 3x, 4x scales on all versions
~5 fps (5s and 8s) @ 5x on 3.0.2 and 3.0.3
~10 fps (11s, 13s, and 15s) @ 5x on 3.0.6 and my custom build
On all versions tested, the game would lag horribly for about half a second upon resizing the window (as this was resizing the viewports)

So we kept testing for a while, and then it dawned on me that GPU memory was a thing. So I tested a little on 3.0.3, and recorded what Task Manager showed my GPU was using

1.8/6.0 GB @ 2x
3.3/6.0 GB @ 3x
4.9/6.0 GB @ 4x
5.5/6.0 GB @ 5x and it was digging into shared GPU memory (which I presume is my system's RAM)

So that would explain away why I have basically perfect 60s except in extreme tests, and yet rokasv has abysmal performance -- his 1050 doesn't have the same amount of dedicated RAM that my 1060 does! He's hitting his GPU's ram limits and thus it has to go for the shared memory, which results in horrible performance.
Now the only question that remains, and both me and him hope someone here can help: Why is his performance not tanking on 3.0.2, but tanking on any other version?

I'd recommend bisecting for the commit that causes regression since it's clear that issue arises somewhere between 3.0.2 and 3.0.3. I can't do it because my GPU is so outdated it has horrible performance regardless of versions.

Nice testing guys, it should make it easier to pinpoint what causes the regression (and maybe also what causes the performance drop with Viewports generally - but that might not be a "bug" per se).
It's important to note that 3.0.3 is the first release that @hpvb did with a new buildsystem, and on Windows in particular using MinGW (GCC 8 + LTO) instead of MSVC 2017. So the performance change could be linked to the compiler/options used.

It's important to note that 3.0.3 is the first release that @hpvb did with a new buildsystem, and on Windows in particular using MinGW (GCC 8 + LTO) instead of MSVC 2017. So the performance change could be linked to the compiler/options used.

A simple way to test that would be for one of the affected users to compile both 3.0.2-stable and 3.0.3-stable and see if there's a performance drop. If yes, the issue is not with the buildsystem but with a specific commit that could be bisected.

This sounds like Godot is allocating a lot of resources per viewport. Maybe some of them can be shared and reused across multiple viewports (like rendertargets / depthbuffers) as long as they aren't needed in parallel or after a viewport finished rendering.

@akien-mga that's a good idea, though I don't have the environment set up for building the thing and the procedure doesn't appear to be that straightforward
Could you or someone here do the compilation of 3.0.2-stable and 3.0.3-stable and link the builds for testing?

@rokasv We could probably do this later today when I'm not busy, if you'd like. I already have a build environment set up.

@akien-mga I was having issues with minGW in an unrelated project, too.
It turned out that MinGW under windows does not ship the libm math library found on all Linux systems, but instead tries to link these functions from msvcrt. IIRC, this library has stopped at a somewhat ancient C standard, and thus does not define a lot of important functions like cbrt in my case. These functions, instead, are shipped by MinGW and are slow. (E.g., cbrt does some 5-10 steps of a newton approximation instead of using something similar to this implementation)

Linux + GCC -> fast
Windows + MSVC -> fast
Windows + MinGW (same GCC version) -> horribly slow performance, factor 20x.

I was able to solve my problem by linking against OpenLibm instead.

@rokasv Here's a build of 3.0.3-stable made with the same buildsystem as 3.0.2-stable (official release): https://github.com/GodotBuilder/godot-builds/releases/download/3.0.3-stable-ci/godot.windows.opt.tools.64.exe
@hpvb See https://github.com/godotengine/godot/issues/23400#issuecomment-434737757

@akien-mga confirming that the 3.0.3 build you linked gives the same desirable results as does 3.0.2, whereas the 3.0.3 from https://downloads.tuxfamily.org/godotengine/3.0.3/ gives poor performance

Viewport consums graphics memory very much. I get 1fps in 1500*1000 in godot-3.0.2. When I make windows smaller, cost of graphics memory will below 2GB, and fps will be up to 60.
Platform: win10, gtx760 2gb

I can't reproduce this issue with my Kabylake-G AMD GPU on Windows, it seems like this is not a straight up Mingw issue (even if msvc seems to solve this issue for nvidia users). I'll make a 3.0.6 build with Openlibm for testing purposes for Windows/NVidia users to see if that helps.

OK, I've done a build with openlibm here: https://tmm.cx/nextcloud/s/dwxdSZsG7WfG9WK It is much larger as it has debug symbols in it in case someone wants to try to profile it.
I've also noticed something interesting where it seemed that 3.0.3 would default to the intel GPU (running at around 15fps at 1500x1000) whereas 3.0.2 would run on the dedicated GPU by default. If you're testing in a multi-gpu system (either a laptop or a desktop with both an iGPU and an external GPU) please ensure that you're testing on the dGPU!

@hpvb just tested it and it seems you're right that the fix comes down to changing the default GPU
The linked 3.0.6 runs poorly by default, but it does default to the integrated graphics card. Forcing the editor to use the dedicated GPU solves the issue and the performance becomes comparable to the default of 3.0.2.

I think I've narrowed down the problem and I can explain the difference between 3.0.2 and 3.0.3. That is a buildsystem issue but a very small one. We're not exporting the NvOptimusEnablement symbol properly in 3.0.3 onwards due to a bug with how we set it on mingw. I'll fix this.


Change SwiftCheck dependency as private

It seems SwiftCheck has been introduced since v4.2.2, and it is affecting end users to always pull its unnecessary repository via Swift Package Manager:
$ cd my-project-using-runes/
$ swift build
Updating https://github.com/thoughtbot/Runes.git
Fetching git@github.com:typelift/SwiftCheck.git
...

I have tried both Xcode 10 (Swift 5.0) and Xcode 11 Beta (Swift 5.1), but result was the same.
It's probably due to Swift Package Manager still not able to handle test dependencies nicely.
I think there needs some workaround e.g. https://github.com/pointfreeco/swift-snapshot-testing/issues/201 .
What do you think?

This is definitely a Swift Package Manager deficiency, but is it causing problems for you? It should be downloaded, but it should not be built. I’m a little hesitant to add custom behavior to work around issues with individual dependency managers, tbh.

I personally found redundant download a bit painful, but since SwiftCheck is not a very large repository (currently) and has no other public dependencies, I can barely live with it.
But it's really up to the owner of the dependency who may suddenly grow its repo size or create another dependency graph huge.
So, since Runes is popular, IMO it's better to avoid such scenario beforehand.
P.S.
Last time I had download-time issue in pointfreeco/swift-snapshot-testing#201 which took like several minutes that I couldn't tolerate.
(But plz feel free to close this issue if you think it will not happen in your repo)

Looked into this a bit more just now. Some thoughts:

It looks like this proposal is intended to solve this issue, right?
The fix applied by the Point Free folks relies on their use of make for generating the project, which isn't something we're currently doing and isn't something I'm particularly interested in setting up/maintaining in the long term.
The fix applied by Quick was only used for the 3.1 tooling, and has since been abandoned in the most recent Package file.
It looks like that might be because the specified env variable isn't set anymore? I actually don't see anything in the process env that relates to Swift at all, so I'm not sure how to use a similar technique today.

It seems to me like the only realistic fix for this issue today is to avoid test dependencies entirely, which means dropping support for swift test. This would really bum me out, but maybe it's worth it for the sake of consuming code?

I just added support for Swift 5.2 which fixes this issue!


Implementing an interface via quick actions fails in VSCode 1.24

I just ran into an issue where when I try to implement an interface using the auto complete in VSCode 1.24 it barfs!  It opens a separate file with the [name of the class].ts and mangles the autofill of the interface.
When I downgrade back to version 1.23 everything works as intended.

VSCode Version: 1.24
OS Version: Windows 10 x64

Steps to Reproduce:

Write a simple class definition that implements an interface
Use the Implement Interface auto function
Chaos ensues.

Please test this in VS Code insiders. Share some example code if it still doesn't work

I just tried the latest VSCode Insider Build.  It has a slightly different issue.  It implements the interface properly but still opens a new tab with the name of file, with a capital letter as the first letter.
test.ts → test.ts + Test.ts
I'll write up a code sample when I get home this evening that reproduces this.
This is the version of VSCode Insiders I'm using

I've written some examples.  When I try and reproduce the duplicate file in a different tab with a capital letter as the first letter of the file name I can't seem to get that to work.  But when I try and impiment the interfaces within a new class things break.  I've attached a zip file here with a few examples and comments that hopefully help with this issue.  Here are some code samples.
iDataSource.ts
export interface IDataSource {
    init();
    get();
    set();
}

sampleDataSource.ts
import { IDataSource } from "./iDataSource";

// When I hit "Impement interface 'IDataSource'"" it adds the init, get and set methods, but puts
// the second method on the wrong line.  When I remove init, it also puts the second method on
// the wrong line.
export class SampleDataSource implements IDataSource {
    // With init()
    init() {
        throw new Error("Method not implemented.");
    }    get() {
        throw new Error("Method not implemented.");
    }
    set() {
        throw new Error("Method not implemented.");
    }

    // Without init()
    // get() {
    //     throw new Error("Method not implemented.");
    // }    set() {
    //     throw new Error("Method not implemented.");
    // }
}

Even a very simple example of this interface causes the malformation.

When I add in a property to the interface things get weird and it only adds the property without the methods.
iDataSource2.ts
import { Person } from "../person";

export interface IDataSource2 {
    state: any;
    get(): Promise<Person>;
    set(): Promise<Person>;
}

sampleDataSouce2.ts
import { IDataSource2 } from "./iDataSource2";

// When I hit "Impement interface 'IDataSource2'"" it only adds the state property and complains:
// Class 'SampleDataSource2' incorrectly implements interface 'IDataSource2'.
//    Property 'get' is missing in type 'SampleDataSource2'.
export class SampleDataSource2 implements IDataSource2 {
    state: any;

}

There is a third example but it is a lot longer and I don't want to take up too much space, it is contained within the sample zip file.
Check out the complete code samples here: interface-example.zip.

I've tried to isolate what caused the capitalisation issues I was experiencing, but they don't seem to happen in my current version of VSCode Insiders.  The odd thing was when I changed the name of the .ts file from starting with an a to a b it stopped capitalising the first letter.

Thanks for the example code. I've opened https://github.com/Microsoft/TypeScript/issues/24977 to track this issue upstream


CurrentTime reset after switch HLS source on IOS

Describe the bug
I have several HLS sources, after switching to other source on IOS, the current time resets to 0
In desktop on other platforms with HLS supported, it's worked fine
To Reproduce
No testing url, try yourself
Expected behavior
time continued
Smartphone (please complete the following information if relevant):

Device: iphone12
OS: ios16
Browser Chrome, safari
Version Last

Affected version
3.9.0
Additional context
it's only HLS source problem without HLS.js support

Hi @gibigate - this should now be solved with the latest release of Fluid Player. Please take a look and close this issue if this has been solved! Thanks :)

Closing this issue now - it should be solved with the latest release of Fluid Player. If the issue re-occurs, please feel free to reopen this issue. Thanks!


Android 10 and API 29 didn't update location

Environment

Plugin version: 0.6.4
Platform: Android
OS version: Android 10
API Level: 29
react-native-cli: 2.0.1
react-native: 0.63.4

I have installed your library for background Location it seems working fine on Android API Level 28 but in API Level 29 it got stuck after one location return.
Also I've added BACKGROUND_LOCATION permission and ACTIVITY_RECOGNATION in Android Manifest file
but still, this issue occurred!!!
Expected Behavior
Seems to Update Location every Second
Actual Behavior
Not updating Location
Possible Fix
I didn't find any fix yet
Steps to Reproduce

Install Library
Config Background Location Lib
Run it on Android with API Level 29

This plugin doesn't send location every second by default.
The distance filter checks the distance you move, and send location when you move specific distance.
But also you  can use interval option to send it every second.

I found that targeting SDK above 29 was not working.
Please update plugin to 0.6.6.


Release downloads version mismatch

https://github.com/antares-sql/antares/releases/tag/v0.7.25
Antares-0.7.24-mac_x64.dmg
Antares-0.7.24-mac_x64.dmg.blockmap
Antares-0.7.24-mac_x64.zip
Antares-0.7.24-mac_x64.zip.blockmap

Thanks for the report.
I re-uploaded the right artifacts.


no supported kernel for CPU devices is available

Hi,
I have followed your steps and could generate TRT model for faster_rcnn_inception_V2.
But couldn't inference them and ending up with this issue.
can you please help me with this?
2019-05-09 19:15:03.127377: I tensorflow/stream_executor/cuda/cuda_gpu_executor.cc:864] ARM64 does not support NUMA - returning NUMA node zero
2019-05-09 19:15:03.127559: I tensorflow/core/common_runtime/gpu/gpu_device.cc:1392] Found device 0 with properties:
name: NVIDIA Tegra X2 major: 6 minor: 2 memoryClockRate(GHz): 1.3005
pciBusID: 0000:00:00.0
totalMemory: 7.66GiB freeMemory: 1.21GiB
2019-05-09 19:15:03.127616: I tensorflow/core/common_runtime/gpu/gpu_device.cc:1471] Adding visible gpu devices: 0
2019-05-09 19:15:05.203343: I tensorflow/core/common_runtime/gpu/gpu_device.cc:952] Device interconnect StreamExecutor with strength 1 edge matrix:
2019-05-09 19:15:05.203448: I tensorflow/core/common_runtime/gpu/gpu_device.cc:958]      0
2019-05-09 19:15:05.203479: I tensorflow/core/common_runtime/gpu/gpu_device.cc:971] 0:   N
2019-05-09 19:15:05.203649: I tensorflow/core/common_runtime/gpu/gpu_device.cc:1084] Created TensorFlow device (/job:localhost/replica:0/task:0/device:GPU:0 with 488 MB memory) -> physical GPU (device: 0, name: NVIDIA Tegra X2, pci bus id: 0000:00:00.0, compute capability: 6.2)
Traceback (most recent call last):
File "/home/nvidia/.local/lib/python3.5/site-packages/tensorflow/python/client/session.py", line 1322, in _do_call
return fn(*args)
File "/home/nvidia/.local/lib/python3.5/site-packages/tensorflow/python/client/session.py", line 1305, in _run_fn
self._extend_graph()
File "/home/nvidia/.local/lib/python3.5/site-packages/tensorflow/python/client/session.py", line 1340, in _extend_graph
tf_session.ExtendSession(self._session)
tensorflow.python.framework.errors_impl.InvalidArgumentError: Cannot assign a device for operation 'my_trt_op1': Could not satisfy explicit device specification '/device:CPU:0' because no supported kernel for CPU devices is available.
Registered kernels:
device='GPU'
 [[Node: my_trt_op1 = TRTEngineOp[InT=[DT_FLOAT], OutT=[DT_FLOAT], input_nodes=["MaxPool2D/MaxPool-1-0-TransposeNCHWToNHWC-LayoutOptimizer"], output_nodes=["SecondStageBoxPredictor/AvgPool"], serialized_engine="\340\013\2...00\000\000", _device="/device:CPU:0"](MaxPool2D/MaxPool-1-0-TransposeNCHWToNHWC-LayoutOptimizer)]]

During handling of the above exception, another exception occurred:
Traceback (most recent call last):
File "MainV1.py", line 446, in
img,mindP,mindC,mindB=detection(frame,DistanceLogic)
File "MainV1.py", line 146, in detection
boxes,scores,classes,num=odapi.processFrame(cmb)
File "MainV1.py", line 110, in processFrame
feed_dict={self.image_tensor:image_np_expanded})
File "/home/nvidia/.local/lib/python3.5/site-packages/tensorflow/python/client/session.py", line 900, in run
run_metadata_ptr)
File "/home/nvidia/.local/lib/python3.5/site-packages/tensorflow/python/client/session.py", line 1135, in _run
feed_dict_tensor, options, run_metadata)
File "/home/nvidia/.local/lib/python3.5/site-packages/tensorflow/python/client/session.py", line 1316, in _do_run
run_metadata)
File "/home/nvidia/.local/lib/python3.5/site-packages/tensorflow/python/client/session.py", line 1335, in _do_call
raise type(e)(node_def, op, message)
tensorflow.python.framework.errors_impl.InvalidArgumentError: Cannot assign a device for operation 'my_trt_op1': Could not satisfy explicit device specification '/device:CPU:0' because no supported kernel for CPU devices is available.
Registered kernels:
device='GPU'
 [[Node: my_trt_op1 = TRTEngineOp[InT=[DT_FLOAT], OutT=[DT_FLOAT], input_nodes=["MaxPool2D/MaxPool-1-0-TransposeNCHWToNHWC-LayoutOptimizer"], output_nodes=["SecondStageBoxPredictor/AvgPool"], serialized_engine="\340\013\2...00\000\000", _device="/device:CPU:0"](MaxPool2D/MaxPool-1-0-TransposeNCHWToNHWC-LayoutOptimizer)]]

Caused by op 'my_trt_op1', defined at:
File "MainV1.py", line 350, in
odapi = DetectorAPI(path_to_ckpt=model_path)
File "MainV1.py", line 96, in init
tf.import_graph_def(od_graph_def,name='')
File "/home/nvidia/.local/lib/python3.5/site-packages/tensorflow/python/util/deprecation.py", line 432, in new_func
return func(*args, **kwargs)
File "/home/nvidia/.local/lib/python3.5/site-packages/tensorflow/python/framework/importer.py", line 442, in import_graph_def
_ProcessNewOps(graph)
File "/home/nvidia/.local/lib/python3.5/site-packages/tensorflow/python/framework/importer.py", line 234, in _ProcessNewOps
for new_op in graph._add_new_tf_operations(compute_devices=False):  # pylint: disable=protected-access
File "/home/nvidia/.local/lib/python3.5/site-packages/tensorflow/python/framework/ops.py", line 3563, in _add_new_tf_operations
for c_op in c_api_util.new_tf_operations(self)
File "/home/nvidia/.local/lib/python3.5/site-packages/tensorflow/python/framework/ops.py", line 3563, in
for c_op in c_api_util.new_tf_operations(self)
File "/home/nvidia/.local/lib/python3.5/site-packages/tensorflow/python/framework/ops.py", line 3450, in _create_op_from_tf_operation
ret = Operation(c_op, self)
File "/home/nvidia/.local/lib/python3.5/site-packages/tensorflow/python/framework/ops.py", line 1740, in init
self._traceback = self._graph._extract_stack()  # pylint: disable=protected-access
InvalidArgumentError (see above for traceback): Cannot assign a device for operation 'my_trt_op1': Could not satisfy explicit device specification '/device:CPU:0' because no supported kernel for CPU devices is available.
Registered kernels:
device='GPU'
 [[Node: my_trt_op1 = TRTEngineOp[InT=[DT_FLOAT], OutT=[DT_FLOAT], input_nodes=["MaxPool2D/MaxPool-1-0-TransposeNCHWToNHWC-LayoutOptimizer"], output_nodes=["SecondStageBoxPredictor/AvgPool"], serialized_engine="\340\013\2...00\000\000", _device="/device:CPU:0"](MaxPool2D/MaxPool-1-0-TransposeNCHWToNHWC-LayoutOptimizer)]]

Which version of JetPack (or which versions of CUDA and TensorRT) are you using on the Jetson TX2?

Hi Jk,
Sorry for not providing the details and kindly ex

Hi JK,
Any updates ? Sorry for bothering you.
Thanks.

For the original problem, it seems that you need to resolve the following error.  I myself haven't encountered it so I'm not sure why.  Maybe you could add code to force placement of this 'my_trt_op1' node onto '/device:GPU:0'?
'my_trt_op1': Could not satisfy explicit device specification '/device:CPU:0' because no supported kernel for CPU devices is available.

Thanks JK, I'll keep you posted if incase I find the cause for that error.
by the way,
Ain't the below mentioned issue a way lot weird ? you got any suggestions for me?

Hi Jk,
Sorry for not providing the details and kindly excuse my delay in response.
JetPack version - 3.3.
CUDA - V9.0.252
TensorRT - 4.1.3
Tensorflow-GPU 1.9
JK, I also have one weird issue hope you can help me with this.

The pretrained models available at repository has inference rate of 0.4 (  FRCNN - in M0 mode on TX2 ) but the models after training with custom data set has inference rate of 0.7~0.8 .
When the same model is build with Tensorflow 1.8 and optimized using TensorRT , I was able to Run but the inference rate is observed to be 1.4~1.6.

Note: By inference rate I mean the average time for each frame to pass through network.
It would be great if you can help me with this.
Thanks in advance.

Hi JK,
When I enable allow_soft_placement I overcome the above mentioned issue "Cannot assign a device for operation 'my_trt_op1': Could not satisfy explicit device specification '/device:CPU:0' because no supported kernel for CPU devices is available."
But ran into another issue ,
2019-05-22 15:15:58.037077: I tensorflow/stream_executor/cuda/cuda_gpu_executor.cc:864] ARM64 does not support NUMA - returning NUMA node zero
2019-05-22 15:15:58.037245: I tensorflow/core/common_runtime/gpu/gpu_device.cc:1392] Found device 0 with properties:
name: NVIDIA Tegra X2 major: 6 minor: 2 memoryClockRate(GHz): 1.3005
pciBusID: 0000:00:00.0
totalMemory: 7.66GiB freeMemory: 2.91GiB
2019-05-22 15:15:58.037296: I tensorflow/core/common_runtime/gpu/gpu_device.cc:1471] Adding visible gpu devices: 0
2019-05-22 15:16:00.039320: I tensorflow/core/common_runtime/gpu/gpu_device.cc:952] Device interconnect StreamExecutor with strength 1 edge matrix:
2019-05-22 15:16:00.039413: I tensorflow/core/common_runtime/gpu/gpu_device.cc:958]      0
2019-05-22 15:16:00.039442: I tensorflow/core/common_runtime/gpu/gpu_device.cc:971] 0:   N
2019-05-22 15:16:00.039614: I tensorflow/core/common_runtime/gpu/gpu_device.cc:1084] Created TensorFlow device (/job:localhost/replica:0/task:0/device:GPU:0 with 2244 MB memory) -> physical GPU (device: 0, name: NVIDIA Tegra X2, pci bus id: 0000:00:00.0, compute capability: 6.2)
2019-05-22 15:16:06.296458: F tensorflow/contrib/tensorrt/kernels/trt_engine_op.cc:84] input tensor batch larger than max_batch_size: 1
Aborted (core dumped)
Got Any suggestions for the same? I read that increasing the batch size might help .
Thanks in Advance.

Faster RCNN is a "2-staged" object detection model.  The 1st stage takes a batch of images as input and generates corresponding feature maps which in turn are used to generate ROI's.  And the 2nd stage takes the ROI's as batched input and generates class scores and bounding box regression results.
The batch size for the 1st stage is specified when you build the detection graph (https://github.com/jkjung-avt/tf_trt_models/blob/master/tf_trt_models/detection.py#L118).  And the batch size of the 2nd stage is set in the config file (https://github.com/jkjung-avt/tf_trt_models/blob/master/data/faster_rcnn_inception_v2_egohands.config).  You could see that I deliberately set the 2nd stage batch size to 32 (was 300 in the original example) for all faster_rcnn_xxx models in order to save memory and CPU computation (as I'd explain later).
I think the problem is that, when we optimize the graph, we tell TF-TRT "max_batch_size" is 1 (https://github.com/jkjung-avt/tf_trt_models/blob/master/utils/od_utils.py#L60).  That is OK for the 1st stage, but would cause problems for the 2nd stage.
My (hacky) solution to this problem is to place all 2nd stage computations onto CPU.  See code here: https://github.com/jkjung-avt/tf_trt_models/blob/master/tf_trt_models/detection.py#L176.  So TF-TRT would not complain about the 2nd stage CNN computations exceeding the previously specified "max_batch_size".
Finally, since I place all 2nd stage computations onto CPU, I'd want to reduce the amount of computations there (CPU is slow).  That's one of the reasons why I decrease "max_total_detections" in the config.

Thanks for such a wonderful explanation . I appreciate this JK.

You are welcome.
Just to make things more clear.  If you look closely, I actually set "max_total_detections" to 300 at training time (https://github.com/jkjung-avt/hand-detection-tutorial/blob/master/configs/faster_rcnn_inception_v2_egohands.config#L75).  I only decrease it to 32 at inference time (to work around the TF-TRT batch size issue).
Decreasing "max_total_detections" at inference time does have its drawbacks.  It effectively limits the maximum number of possible detections in an image.  Say, if there are 50 ground-truth objects in the test image, our TF-TRT faster_rcnn model is capable of detecting only 32 of them at maximum.  Furthermore, reducing the number of ROI's cause result in more missed detections...
But currently I don't have a better solution to the problem.


nixos/ddccontrol: init

Motivation for this change
Needed to modify the package to install the systemd service and added a NixOS module.
Things done

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

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

[ ] Tested via one or more NixOS test(s) if existing and applicable for the change (look inside nixos/tests)
[ ] Tested compilation of all pkgs that depend on this change using nix-shell -p nixpkgs-review --run "nixpkgs-review wip"
[ ] Tested execution of all binary files (usually in ./result/bin/)
21.11 Release Notes (or backporting 21.05 Relase notes)

[ ] (Package updates) Added a release notes entry if the change is major or breaking
[ ] (Module updates) Added a release notes entry if the change is significant
[ ] (Module addition) Added a release notes entry if adding a new NixOS module

[x] Fits CONTRIBUTING.md.

Result of nixpkgs-review pr 129684 at fc1e0e86 run on x86_64-linux 1

2 packages built successfully:

ddccontrol
nixos-install-tools


Include properties from implemented interfaces

#33

Hi @dougbu, I'm your friendly neighborhood .NET Foundation Pull Request Bot (You can call me DNFBOT). Thanks for your contribution!
You've already signed the contribution license agreement. Thanks!
The agreement was validated by .NET Foundation and real humans are currently evaluating your PR.
TTYL, DNFBOT;

/cc @rynowak @pranavkm

:shipit:

Does use GetProperties in System.Reflection.TypeExtensions help simplifying the code here?

@pranavkm No

a1bb40e


fixed pip warnings in test_workon

Description
Fixes this build issue
Self Check:
Strike through any lines that are not applicable (~~line~~) then check the box

[ ] Attached issue to pull request
[ ] Changelog entry
[ ] Type annotations are present
[ ] Code is clear and sufficiently documented
[ ] No (preventable) type errors (check using make mypy or make mypy-diff)
[ ] Sufficient test cases (reproduces the bug/tests the requested feature)
[ ] Correct, in line with design
[ ] End user documentation is included or an issue is created for end-user documentation (add ref to issue here: )

Processing this pull request

Merged into branches iso6, master in 682d974bf5af2a6638da0d8600cc68df87973f03

Processing #5463.


feature: Add TLS configuration to systemd_exporter role

This adds the systemd_exporter_tls_server_config variable, equivalent to the one in node_exporter and others, enabling the use of TLS for the systemd exporter.

I see that you fixed the tests that were failing due to the web.config.file option being missing on the older version.
I think we should make the web.config.file flag vary depending on what version is being used, we do something similar for node_exporter
https://github.com/prometheus-community/ansible/blob/de2127bab88bc9c11c318ef3853a9e5a3333c400/roles/node_exporter/templates/node_exporter.service.j2#L26-L31
Perhaps @SuperQ knows what version of systemd_exporter introduced web.config.file ?

@gardar it seems like systemd_exporter 0.4.0 doesn't support --web.config either:
systemd_exporter: error: unknown long flag '--web.config', try --help

I added a preflight check instead to ensure we don't silently ignore the TLS config if the version is too low, let me know what you think.


Add Collaborators that don't have an OP Profile

Describe the problem
Currently, to add a collaborator to a team, the user has to have logged into OP-Atlas before. This makes it harder for a single team member to set-up collaborators with admin permissions. The team member setting up the project has to

Stop the sign up process and ask their team mates to sign into OP-Atlas
Wait for their team members to have signed in
Come back to continue setting up the team

Expected behavior
All Farcaster accounts should be available to be added as collaborators. The Sunny awards implemented the collaborator feature in this way. With this enhancement the team member creating the project can just add collaborators without requiring any actions from them.

Definitely doable but it's not a bug -- we'd need to query Farcaster API for this. Should be a lot easier to implement after Stage 1 infra upgrade.
Let's punt this for late Jan - early Feb


Unable open pdf created with img html tag

Hi,
This is great plugin for react native developers to create pdf. I created normal text pdf. I created as expected.
When I created pdf with html img tag with local image uri,live image url,base64 of image in src attribute ,I m unable to open the pdf.And I note that pdf size is 0 bytes.

Seems similar with mine, but I can open the PDF file  with no image shown.The img tag is not work

On iOS, I am also having trouble with local image resources.  I thought encodeURI would solve the problem by fixing spaces in path to the PNG image file but it did not.
encodeURI replaces spaces in iconPlace path with '%20':
Path to iconPlace image:
<EMAIL_ADDRESS>HTML still cannot access image for some reason.  I get an unknown image in the PDF.

It does work if I pass image src as embedded base64 data.
This base64 approach also fixed a problem with iOS retrieving old images from cache.

I found my problem. There must be something in the PNG file name that react-natiive-vector-icons that is not making HTML happy.  Maybe the<EMAIL_ADDRESS>or the "#" character??
It works if change file name from
<EMAIL_ADDRESS>to
iconPlace.png
const src = '/Users/edward3/Library/Developer/CoreSimulator/Devices/AEF28E16-6D41-4E45-884F-FF98CB0D389C/data/Containers/Data/Application/FA42DE87-E33F-44A0-8A3B-4297E1DB98D9/tmp/iconPlace.png';


Add Unsupported columns to DMMF

Problem
As of right now, the DMMF information doesn't include anything related to the "Unsupported" column type and prevents generators like "kysely-prisma" from being able to generate types. Although prisma can't handle the types directly, if the custom generator can then it should provide this information so it can be translated.
Suggested solution
Add Unsupported columns to the DMMF
Alternatives
If adding to the dmmf isn't possible then provide another function, that can be specifically called to extract unsupported columns for a model from a dmmf so they can be used inside a generator
Additional context
I ran into this trying to override a type using "Prisma-Kysely",  i'm using the "geometry" type and the underlying driver from kysely can support the type I want, so I wanted to override the type that Prisma-Kysely generates (which is supported by the generator) except the unsupported columns never make it to the onGenerate function when using the generatorHandler helper

Can I check the progress on this feature, or at least find out if it's planned or not?
I am currently building my own type generator and need to handle unsupported types. This feature doesn't seem too difficult to implement (just my guess). If there are any challenges making it hard to solve, please share them here in this issue thread!
I am also willing to contribute to this issue but currently have no idea where to start. Can someone elaborate?


SQL: Add server-wide default time zone config.

It's useful when your users largely prefer a certain timezone.
Adds a new configuration parameter: druid.sql.planner.sqlTimeZone.

Even though I already approved this PR, please check the CI failure.
[ERROR] Forbidden method invocation: org.joda.time.DateTimeZone#forID(java.lang.String) [Uses default time zone, use factory methods from DateTimes and Intervals classes instead]
[ERROR]   in io.druid.sql.calcite.CalciteQueryTest$6 (CalciteQueryTest.java:177)
[ERROR] Scanned 44 (and 495 related) class file(s) for forbidden API invocations (in 0.13s), 1 error(s).

@asdf2014 @jihoonson @nishantmonu51 Thanks for your comments -- I fixed the call to DateTimeZone.forID and added the new config parameter to the PR description. I also merged from master to try to help the tests to pass.


Brewing Related Stuff

Some recipes to let MI automate the ingredients for potion brewing, with output bonuses. Figured that with how useful MI pipes are already at automating brewers, going all the way wouldn't hurt.
Macerator:
1x Sugarcane  --> 3x Sugar
Compressor:
1x Glass Block  --> 2x Empty Bottle
Packer:
1x Blaze Powder  -->  2x Magma Cream
1x Slime Ball
4x Gold Nugget  -->  1x Golden Carrot
1x Carrot
4x Gold Nugget  -->  1x Glistening Melon
1x Melon Slice
Mixer:
1x Brown Mushroom  -->  1x Fermented Spider Eye
1x Spider Eye
1x Sugar

Also going to bed rn. Will do edits etc. in the morning.


Error on open

Android 10 LineageOS 17.1

magisk_install_log_2022-08-02T171414Z.log
logcat_08-02-2022_17-26-56.txt
z.zip

Not approved
Reason: Logcat size less than 1 MB

Why do you need big logcat size? in this logcat file all the data about the moment when the error occurs.


Require successful status to merge

Currently, you can merge to main without needing a successful status check. We need to change this.

Added the requirement in settings. Opening a branch to enable it to work.


Chore/24 04 20 update dependencies

swapped polymer dependency for express for serving app for local dev, updated other dependencies

pipeline issue is unrelated, just gonna merge this


[style]: UI Problem of SignIn and Signup Page

What's the style idea?
Problem
The SignIn and SignUp Cards are positioned wrongly and are taking over the space of Navigation Bar. Especially the SignUp cards is even hiding the home element of the Navigation Bar
This is a problem in the responsive design also because the navbar hides behind the cards and creates difficulty in accessibility.
Solution
I have figured out the problem and can fix it quickly and hence would like to work on this issue
Thank you
Add screenshots
Screenshots
Desktop Pages

Mobile Pages Video Recording
https://github.com/ShwetKhatri2001/AR-Webstore/assets/104363876/ed7dfcae-e65d-48c1-89a2-bb47240eee14
Code of Conduct

[X] I agree to follow this project's Code of Conduct
[X] I have read the Contributing Guidelines
[X] I agree to follow this project's Code of Conduct
[X] I'm a SWOC'24 contributor
[X] I want to work on this issue

Okay, go ahead and fix it. Changing the dimension of the form container responsively will make it better.


IllegalArgumentException: MALFORMED

Describe the bug

A clear and concise description of what the bug is.

To Reproduce
Steps to reproduce the behavior:

Open sample '...' (provide sample download if possible)
Navigate to '....'
Do something '....'
See error

Exception
If applicable, add the exception/stacktrace.
stacktrace goes here

Screenshots
If applicable, add screenshots to help explain your problem.

@Rozzeys where stacktrace? where info? what version? ...


Improvements to noise implementations

Leverage node graphs to share the conversion aspects of noise implementations across languages.
Simplify noise unit tests to cover only unique implementations.

@jstone-lucasfilm , can we do a check that this does not increase the uniform interface expose for GLSL like with OSL. As discussed in a side thread with @niklasharrysson, my worry here is if all uniforms in the graph are exposed instead of just the noise functions inputs.
I don't think this should not occur but want to double check.

@kwokcb Good question, and I don't see a change in the visibility of shader uniforms with this proposal.


Remove unused headers

🦟 Bug fix
Summary
Remove unused headers, which were causing the abi checker to fail (first detected in https://github.com/gazebosim/gz-gui/pull/486)
Checklist

[x] Signed all commits for DCO
[ ] Added tests
[ ] Updated documentation (as needed)
[ ] Updated migration guide (as needed)
[ ] Consider updating Python bindings (if the library has them)
[x] codecheck passed (See contributing)
[ ] All tests passed (See test coverage)
[ ] While waiting for a review on your PR, please help review another open pull request to support the maintainers

Note to maintainers: Remember to use Squash-Merge and edit the commit message to match the pull request summary while retaining Signed-off-by messages.

This PR needs https://github.com/gazebosim/gz-gui/pull/486 to pass
I say we just force a merge :grimacing:, since we'll need a forced merge anyway to get the ABI checker to be happy.
Help! @scpeters ?

@osrf-jenkins run tests please

@scpeters https://github.com/gazebosim/gz-gui/pull/486 fixes INTEGRATION_ExamplesBuild_TEST but the abi checker is failing. This PR should fix abi but (from my understanding) not until after it's merged. I do not have privileges to override the merge


naive yeoman wrappers

@robertzk @peterhurford

Coverage remained the same at 0.0% when pulling 3db4cb115621e2b3948b4491585304f5dbf24b2b on kirillseva:initializer into 5d81558bc57be2653ae504e2bb0b64665dbf9e20 on robertzk:master.

Coverage remained the same at 0.0% when pulling 1bc6e3a53e8c2ae1799d5f019bfe6123655897b8 on kirillseva:initializer into 5d81558bc57be2653ae504e2bb0b64665dbf9e20 on robertzk:master.

Coverage remained the same at 0.0% when pulling 6da90d4c75e67b515ab706d0f1ea6fdfa2d323fe on kirillseva:initializer into 5d81558bc57be2653ae504e2bb0b64665dbf9e20 on robertzk:master.

It would be cool to get this out soon.

Closing for now. We can revisit, but I would like to not introduce additional language toolchain dependencies if possible.


ReferenceRegion joins fail on clusters

Tried out some simple code for BroadcastRegionJoin and saw some odd issues:
val features = sc.parallelize(Seq(
  Feature
  .newBuilder
  .setStart(14642).setEnd(14882)
  .setContig(Contig.newBuilder.setContigName("1").build)
  .build
)).keyBy(ReferenceRegion(_))

val bigRegions = sc.parallelize(Seq(
  Feature
  .newBuilder
  .setStart(14000).setEnd(14700)
  .setContig(Contig.newBuilder.setContigName("1").build)
  .build
)).keyBy(ReferenceRegion(_))

import org.bdgenomics.adam.rdd.BroadcastRegionJoin

val joined = BroadcastRegionJoin.partitionAndJoin(features, bigRegions)
println(joined.count())

Inside the BroadcastRegionJoin there are two keyeds RDDs created smallerKeyed and largerKeyed when testing a simple join those (which do have the correct ReferenceRegion of ReferenceRegion(1,14642,14882,Independent) - that is also empty.
This seems to have to do with the hashcode of ReferenceRegion and containing an enum.
See: http://dev.bizo.com/2014/02/beware-enums-in-spark.html and https://issues.apache.org/jira/browse/SPARK-3847
For example, using the RDDs above, when keyed:
largerKeyed.collect().foreach(kv => println(kv._1))
largerKeyed.map(_._1.hashCode).collect().foreach(println)

gives
ReferenceRegion(1,14642,14882,Independent)
357733957

and
smallerKeyed.collect().foreach(kv => println(kv._1))
smallerKeyed.map(_._1.hashCode).collect().foreach(println)

gives
ReferenceRegion(1,14642,14882,Independent)
748344672

Wow, that's not good.  Where does the enum come into the code?  Could fixing this be as easy as overriding the hashCode method?

Where does the enum come into the code
ReferenceRegion has a orientation as an enum

Could fixing this be as easy as overriding the hashCode method?
I believe so - testing it now

Fascinating. This is a fairly recent regression. Good catch...

Closed by https://github.com/bigdatagenomics/adam/commit/c4b23e0be0898b1c662f5a08dd7fe9b8236f1775.

For some reason didn't close on Github? I can close this but wasn't sure if there was an update in the protocol/how the merge scripts are supposed to close this?

Sorry, my bad. Still working on the merge scripts...


Can O' Spam: Watch oswalairtravels.com

Can O' Spam requests the watch of the watch_keyword oswalairtravels\.com. See the MS search here and the Stack Exchange search in text, in URLs, and in code.

oswalairtravels\.com has been seen in 1 true positive, 0 false positives, and 0 NAAs.

Approved by Jeff Schaller in Charcoal HQ


Git repo in sub directory of other Git repo is not added to SCM

Version: 1.30.1 (system setup)
Commit: dea8705087adb1b5e5ae1d9123278e178656186a
Date: 2018-12-18T18:12:07.165Z
Electron: 2.0.12
Chrome: 61.0.3163.100
Node.js: 8.9.3
V8: 6.1.534.41
OS: Windows_NT x64 10.0.17763
Steps to Reproduce:
Apparently this is supposed to work: #15341
However in my git repo (added to workspace), there is an other repo in a subfolder which is not found in SCM, even after adding it specifically to the workspace. Even specifically opening it with the Git open repo command from the palette, does not yield any results. Am I doing something wrong? And yes, I have a file opened from the sub-dir repo.
edit: when I copy the sub-dir into a different folder and add it to the workspace from there it is added to SCM without issue.

Does this issue occur when all extensions are disabled?: Yes/No
Haven't tested.

+1

https://github.com/microsoft/vscode/issues/37947


Add balance.food_always_edible

See 8addd7904f326f0ed8b7d40b664a868c706f3b75 and 4c3370531e1239a9491d218004c62f808720c152 for things I missed during review. (Other than the Vienna exclusion; that's purely an opinion thing.)

See 8addd7904f326f0ed8b7d40b664a868c706f3b75 and 4c3370531e1239a9491d218004c62f808720c152 for things I missed during review. (Other than the Vienna exclusion; that's purely an opinion thing.)


Projecting Android Device to Computer

Guide on projecting Android Device to Computer. Following options exist:

Mobizen - Web-based
Using ChromeCast - Requires chromecase
Mirroring360 - Desktop App
Droid@Screen - JAR Java App
Vysor - Chrome Extension

Thanks Nathan for details.

http://guides.codepath.com/android/Presenting-an-Android-Device


Regs3k: Support viewing multiple effective versions

This PR makes some changes to the RegulationPage to allow us to view more than just the current effective version of a regulation. It does that by adding an optional date component to the URL pattern for the section page and index page.
With this change, the following URLs have the following results:

/policy-compliance/rulemaking/regulations/1002/: Reg B landing page with links to sections in the currently effective version
/policy-compliance/rulemaking/regulations/1002/2018-01-01/: Reg B landing page with links to sections in the 2018-01-01 version explicitly
/policy-compliance/rulemaking/regulations/1002/02: Section 2 of the currently effective version of Reg B
/policy-compliance/rulemaking/regulations/1002/2018-01-01/02: Section 2 of the 2018-01-01 version of Reg B explicitly.

If a user has permission to edit the Regulation page in question, the user will also be able to request effective versions that are in a draft state. This should enable us to allow previews of content that is in the draft state.
There is no UI attached to the PR that lets a user navigate to any URL with a date in it from any source (admin or frontend). That work will come after this.
Note There's some overlap in the use of RequestFactory in this PR and in #4425. Once one or the other is merged I'll take care of any conflicts that causes.
Testing

Pull down this branch and the latest production database dump
Visit http://localhost:8000/policy-compliance/rulemaking/regulations/1002/ and confirm it works as expected.
Visit http://localhost:8000/policy-compliance/rulemaking/regulations/1002/2/ and confirm it works as expected.
Visit http://localhost:8000/policy-compliance/rulemaking/regulations/1002/2018-01-01/ and confirm it works as expected
Visit http://localhost:8000/policy-compliance/rulemaking/regulations/1002/2018-01-01/2/ and confirm it works as expected.
Create a new effective version for Reg B by copying the current version and setting a new effective date at http://localhost:8000/admin/regulations3k/effectiveversion/?part=1
Make some changes to text in your new version of Reg B. Do not make it live.
Confirm that you can see your changes in http://localhost:8000/policy-compliance/rulemaking/regulations/1002/[the date you chose]/

Checklist

[x] PR has an informative and human-readable title
[x] Changes are limited to a single goal (no scope creep)
[x] Code can be automatically merged (no conflicts)
[x] Code follows the standards laid out in the development playbook
[x] Passes all existing automated tests
[x] Any change in functionality is tested
[x] New functions are documented (with a description, list of inputs, and expected output)
[ ] Placeholder code is flagged / future todos are captured in comments
[ ] Visually tested in supported browsers and devices (see checklist below :point_down:)
[ ] Project documentation has been updated
[x] Reviewers requested with the Reviewers tool :arrow_right:

@higs4281 both of those are very valid concerns. I'll address both in the follow-up for previewing versions.


Need the concept of react context

I need to be able to send properties down to child components that the user of my library supplies. For example:
<Dropdown>
        <DropdownToggle>Dropdown</DropdownToggle>
        <DropdownMenu>
            <DropdownItem Href="#">Action</DropdownItem>
        </DropdownMenu>
</Dropdown>

In this example, Dropdown holds a a variable IsOpen that needs to be passed down to DropdownToggle and DropdownMenu. In react this is done by setting context in Dropdown and having the child components read the context.
Is there a current of passing down properties to child elements, or can a similar concept of context be added to Blazor?

Bind Value to Child Component
https://learn-blazor.com/pages/data-binding/#bind-value-to-child-component

This is something I've considered in the past and didn't yet get to a satisfactory conclusion about. I'll add this to #1 for tracking.