Pusher : You should always specify a cluster when connecting. See: https://pusher.com/docs/javascript_quick_start

I receive this message when trying the sample code, any ideas?

@BrandonCopley il take a look at this in a few minutes

Thanks, I am having to now use this library for rest api, and pusher-client for ws, and I'd rather just use this.

It seems like u are ignoring the yarn.lock, as this warning occures when using a new pusher-js version.
However I will repin depdencies and release a new version that uses the latest pusher-js.

Ahh, I am not using yarn, but npm.
On Fri, Dec 15, 2017 at 7:14 AM Christian Fröhlingsdorf <
<EMAIL_ADDRESS>wrote:

It seems like u are ignoring the yarn.lock, as this warning occures when
using a new pusher-js version.
However I will repin depdencies and release a new version that uses the
latest pusher-js.
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Brandon Copley
Founder & CEO
t:<PHONE_NUMBER> <javascript:void(0);>
e<EMAIL_ADDRESS>

No worries, give me a few minutes and il release 1.6.0

Alright, I have added cluster and encryption configs to the streaming classes.
You should be good to go, just update to 1.6.0 :)

Great thanks.
On Fri, Dec 15, 2017 at 7:35 AM Christian Fröhlingsdorf <
<EMAIL_ADDRESS>wrote:

Alright, I have added cluster and encryption configs to the streaming
classes.
You should be good to go, just update to 1.6.0 :)
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Brandon Copley
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t:<PHONE_NUMBER> <javascript:void(0);>
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I just installed and this is working well. I greatly appreciate it.
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Brandon Copley
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t:<PHONE_NUMBER> <(512)%20784-6060>
e<EMAIL_ADDRESS>On Fri, Dec 15, 2017 at 7:39 AM, Brandon Copley<EMAIL_ADDRESS>wrote:

Great thanks.
On Fri, Dec 15, 2017 at 7:35 AM Christian Fröhlingsdorf <
<EMAIL_ADDRESS>wrote:

Alright, I have added cluster and encryption configs to the streaming
classes.
You should be good to go, just update to 1.6.0 :)
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imageName added to SubmitContainerTokenRequest

This PR will add imageName to SubmitContainerTokenRequest

@marcodelapierre @pditommaso please review

@pditommaso I think this can be merged

@pditommaso I can merge if OK with you


[DAGCircuit Oxidation] Port DAGNode to Rust

Summary
Ports DAGNode and subclasses to Rust. This is precursory to writing efficient ports of methods on DAGCircuit in Rust, since we can avoid a lot of interpreter interaction.
Details and comments
Everything is ported over with the exception of semantic_eq, since its implementation has a lot of interplay with components that we currently must access through the Python interpreter (e.g. Expr, Parameter, registers, etc.).

Pull Request Test Coverage Report for Build<PHONE_NUMBER>
Details

210 of 229 (91.7%)  changed or added relevant lines in 4 files are covered.
21 unchanged lines in 2 files lost coverage.
Overall coverage decreased (-0.03%) to 89.625%

Changes Missing Coverage
Covered Lines
Changed/Added Lines
%

qiskit/dagcircuit/dagnode.py
22
23
95.65%

crates/circuit/src/dag_node.rs
178
196
90.82%

Files with Coverage Reduction
New Missed Lines
%

crates/qasm2/src/lex.rs
9
91.6%

crates/qasm2/src/parse.rs
12
97.15%

Totals

Change from base Build<PHONE_NUMBER>:
-0.03%

Covered Lines:
62329

Relevant Lines:
69544

💛  - Coveralls


Error while converting Teradata decimal type object.

I encounter an error if a feature is of decimal type in Teradata. This occurs when I am retrieving offline features from Teradata using get historical features.
Reason : This is due to decimal type not present in teradata_utils.py file which converts terdata to feast data type.
def teradata_type_to_feast_value_type(data_type):
type_map: Dict[str, ValueType] = {
"<class 'int'>": pa.int64(),
"<class 'float'>": pa.float64(),
"<class 'datetime.datetime'>": pa.timestamp('ns'),
"<class 'str'>": pa.string()
}
return type_map[str(data_type)]

Solution : What I have done is defined a decimal type in teradata_utils.py file which solves the issue.

Hi @dartov,
Is this repository still being maintained ?
Are there any plans to upgrade the feast version compatible ?
Thanks :)


pattern/patternValidationMessage is not working properly

I honestly don't need to post a JSBin of this its simple to test, and I tested it in your example JSBin that was linked to the ReadMe in this and the same issue occurred:
Go to any input field and add:
{.... ,
pattern: /[A-z]/,
patternValidationMessage: "Say whatever"
}
No matter what is typed in the input, the pattern never matches, I have tried every way of putting in a regex, but nothing works---I've tried it in double quotes, single quotes, no brackets, etc....  The only way I've gotten pattern to work is by typing it in directly like "abc" and then if I type in abc in the input it matches and goes green.  But the patternValidationMessage never shows either, no matter what.

Issue was with the way formly handles RegEx patterns...got it working, the normal Javascript method doesn't work...

how did you make it work?


OPENCV_HOME, DJINNI_HOME variable value

facedetector/build.gradle, there are OPENCV_HOME and DJINNI_HOME system variable.
How can I set OPENCV_HOME and DJINNI_HOME?

Those variables need to be added to gradle.properties file (either local one or global one). On Mac OS it is ~/.gradle/gradle.properties.
DJINNI_HOME should point to djinni home directory.
OPENCV_HOME should point to OpenCV Android SDK home directory.
That's how they might look like:
DJINNI_HOME=/Users/Dmitry/djinni
OPENCV_HOME=/Users/Dmitry/OpenCV-android-sdk

With all that said, the project is technically complete, but not yet documented. I am planning to publish it on bintray in the following weeks, so that you won't have to go through hassle of building it yourself.


hadoop: checksum fix for files with size close to blockSize

Codecov Report

Merging #2333 (5cf16cd) into main (6dbc25b) will increase coverage by 0.00%.
The diff coverage is 0.00%.

@@           Coverage Diff           @@
##             main    #2333   +/-   ##
=======================================
  Coverage   61.68%   61.68%
=======================================
  Files         137      137
  Lines       25400    25400
=======================================
+ Hits        15667    15669    +2
- Misses       7906     7907    +1
+ Partials     1827     1824    -3

Impacted Files
Coverage Δ

pkg/meta/redis.go
71.87% <0.00%> (ø)

pkg/meta/redis_lock.go
76.33% <0.00%> (+1.52%)
:arrow_up:

pkg/sync/sync.go
45.61% <0.00%> (-0.87%)
:arrow_down:

pkg/meta/tkv_mem.go
87.86% <0.00%> (-0.58%)
:arrow_down:

pkg/meta/base.go
71.44% <0.00%> (-0.15%)
:arrow_down:

pkg/meta/sql.go
65.76% <0.00%> (ø)

pkg/meta/sql_lock.go
72.84% <0.00%> (+1.32%)
:arrow_up:

pkg/meta/tkv_lock.go
83.91% <0.00%> (+1.39%)
:arrow_up:

... and 1 more

Continue to review full report at Codecov.

Legend - Click here to learn more
Δ = absolute <relative> (impact), ø = not affected, ? = missing data
Powered by Codecov. Last update 933386e...5cf16cd. Read the comment docs.


VariantEncumbrance stopped applying speed penalties

Although my players are encumbered, the mod no longer seems to apply any modifiers to speed since 5E 1.2.0

This still seems to be an issue with the latest version.  No matter the weight, speed stays the same.

Please guys you have to try to give me more information on a technical level ... Check if there is any exception on the web console.
Now the speed penalties are activated with the active effects. Don't you see any effect on the "effects" tab?
Below I have put an example of a issue template (tomorrow I will prepare the one for github).
Environment Details
Foundry VTT Version: e.g. 0.8.9
Operating System: e.g. [Linux]
How Are You Using Foundry: e.g.  [Linux,Native Application (Electron), Chrome]
Which Game System: e.g. Dungeons and Dragons 5th Edition, version 1.4.1
Modules Enabled?: e.g Yes or no
Module version:
OS, Hosting, Browser (if applicable): e.g. Linux/Node/Chrome
Description of the issue:
Exception on the web console , screenshot , step to step for reproduce this issue, ecc.

Thi should be fixed with 0.5.12


Enable dragging notifications to rearrange

The production queue already has this, so it shouldn't be too difficult to replicate that functionality here. See ProductionPanel.lua for the relevant logic
More info

This is probably something that will be addressed after #514 is added


SharpLearning.XGBoost.dll is not compatible with .net core

Hi,
SharpLearning.XGBoost.dll is not compatible with .net core due to PicNet.XGBoost (0.2.1) dependency.
Checked on 0.31.8 version. And  Core 2.1 version
Do you plan to fix it?

Hi @festith,
Currently PicNet.XGBoost is the handling the interop with XGBoost, so the quickest route to having this fixed is probably to open an issue in XGBoost.Net and have them update the package to be compatible with .Net Core 2.1.
Longer term I might add my own wrapper for handling the interop with XGBoost. That way I can easilier make changes and add support for new features.
Best regards
Mads

@festith Seems a PR has already been made: https://github.com/PicNet/XGBoost.Net/pull/28

@mdabros PicNet/XGBoost really appears to be abandonware - no updates since 2018 or any signs of live for getting up to date with netstandard2.0, or .Net Core 3.1+

@fbraun4358 I agree on that observation. Might be time for a new C# wrapper for XGBoost. I have been thinking of making one, but I have not had the time yet sadly.

Hello, it took quite awhile, but it seems that my commit has just been merged.
Although, it still stands that there's no real updates since 2018

@coffeebenzene Sadly they did not publish a new nuget package it seems:
https://www.nuget.org/packages/PicNet.XGBoost/
If I can get them to publish one, I will upgrade SharpLearning.


Custom theme colors and dark theme

It seems like the primary color palette is not being distilled to openseadragon icon backgrounds. In this example, the color of these should be light.

Resolved


RIval 500 Not Working

Whenever I try to run rivalcfg I get the following error:
> ~ $ rivalcfg -c aqua
W: The following mouse was found but rivalcfg was not able to open it:
  * mouse: SteelSeries Rival 500 (Experimental) (1038:170E)
  * error: open failed

Please check that no other application is controlling this mouse and try to:
  * unplug the mouse from the USB port,
  * wait few seconds,
  * and plug the mouse to the USB port again.

Usage: rivalcfg [options]

rivalcfg: error: no such option: -c

hello,
which version of rivalcfg are you using? You installed it from pypi or from this repository?
:)

From the repository
On Sun, Apr 8, 2018, 06:34 Fabien LOISON<EMAIL_ADDRESS>wrote:

hello,
which version of rivalcfg are you using? You installed it from pypi or
from this repository?
:)
—
You are receiving this because you authored the thread.
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Got it working.
Re-built from source and it started working. I have to use sudo to get it to work, just fyi.

Hi,
sorry for the tame I took to answer this issue... Anyway, for the permission issue (using sudo), this can be caused by a missing configuration file. See this: https://github.com/flozz/rivalcfg#i-have-a-permission-denied-error-what-can-i-do
:)

Thanks and no worries! I'm just glad you have this repo and you actually actively maintain it. Kudos to you flozz!


Avoid allocating temporary strings in Channel::CreateCall().

Add SliceFromArray() which takes a char* instead of
const string&, to save string allocations for copying from a char *.
Use the new API to eliminate two string allocations and copies per call for
method and host names.
release note: no

****************************************************************

libgrpc.so

     VM SIZE        FILE SIZE
 ++++++++++++++  ++++++++++++++

  [ = ]       0        0  [ = ]

****************************************************************

libgrpc++.so

     VM SIZE                                     FILE SIZE
 ++++++++++++++ GROWING                       ++++++++++++++

 -------------- SHRINKING                     --------------
  -0.0%     -36 [None]                        -2.83Ki  -0.1%
  -2.8%    -148 src/cpp/client/channel_cc.cc     -148  -2.8%
     -11.5%    -148 grpc::Channel::CreateCall        -148 -11.5%

  -0.0%    -184 TOTAL                         -2.98Ki  -0.1%

[trickle] No significant performance differences

Objective-C binary sizes
*****************STATIC******************
  New size                      Old size
 1,962,672      Total (=)      1,962,672

 No significant differences in binary sizes

***************FRAMEWORKS****************
  New size                      Old size
10,883,704      Total (<)     10,883,705

 No significant differences in binary sizes

[microbenchmarks] No significant performance differences

Thanks for the change!
This code path should not be executed on the common path though...

****************************************************************

libgrpc.so

     VM SIZE        FILE SIZE
 ++++++++++++++  ++++++++++++++

  [ = ]       0        0  [ = ]

****************************************************************

libgrpc++.so

     VM SIZE                                     FILE SIZE
 ++++++++++++++ GROWING                       ++++++++++++++

 -------------- SHRINKING                     --------------
  -0.0%     -10 [None]                        -2.81Ki  -0.1%
  -3.3%    -174 src/cpp/client/channel_cc.cc     -174  -3.3%
     -13.6%    -174 grpc::Channel::CreateCall        -174 -13.6%

  -0.0%    -184 TOTAL                         -2.98Ki  -0.1%

[trickle] No significant performance differences

Objective-C binary sizes
*****************STATIC******************
  New size                      Old size
 1,964,580      Total (=)      1,964,580

 No significant differences in binary sizes

***************FRAMEWORKS****************
  New size                      Old size
10,886,951      Total (<)     10,886,953

 No significant differences in binary sizes

****************************************************************

libgrpc.so

     VM SIZE        FILE SIZE
 ++++++++++++++  ++++++++++++++

  [ = ]       0        0  [ = ]

****************************************************************

libgrpc++.so

     VM SIZE                                     FILE SIZE
 ++++++++++++++ GROWING                       ++++++++++++++

 -------------- SHRINKING                     --------------
  -0.0%     -22 [None]                        -3.90Ki  -0.1%
  -5.0%    -258 src/cpp/client/channel_cc.cc     -258  -5.0%
     -20.1%    -258 grpc::Channel::CreateCall        -258 -20.1%

  -0.1%    -280 TOTAL                         -4.15Ki  -0.1%

[trickle] No significant performance differences

Objective-C binary sizes
*****************STATIC******************
  New size                      Old size
 1,964,580      Total (=)      1,964,580

 No significant differences in binary sizes

***************FRAMEWORKS****************
  New size                      Old size
10,886,953      Total (>)     10,886,952

 No significant differences in binary sizes

[microbenchmarks] No significant performance differences

Thank you Yang and Vijay!

Thank you Yang for merging!


[Event Request] Codeunit 1313 - "Correct Posted Purch. Invoice" - OnAfterIsCommentLine()

Describe the request
Please add OnAfterIsCommentLine() event to  Codeunit 1313 - "Correct Posted Purch. Invoice" just like Codeunit 1303 "Correct Posted Sales Invoice" and update IsCommentLine() procedure same way.

[IntegrationEvent(false, false)]
local procedure OnAfterIsCommentLine(SalesInvoiceLine: Record "Sales Invoice Line"; var Result: Boolean)
begin
end;

Additional context
Skip controls for a extended Purchase Line Type enum.
Internal work item: AB#544507

Thanks for reporting this. We agree, and we’ll publish a fix asap, either in an update for the current version or in the next major release. Please do not reply to this, as we do not monitor closed issues. If you have follow-up questions or requests, please create a new issue where you reference this one.
Build ID: 23098.


Corrupted area in negative "Y"

If the player is in negative "Y" will enter in a corrupted area, random blocks will apear and are not renderer, the player can interact with it, place, move and all efects are aplied, example: distrotion under water.

Removed in #1b49c35.


Add figure on the decline of public sector R+D investment

Ideally would also address the composition of this investment (information tech v. other areas).  This belongs in the Introduction in the paragraph on this topic.

Can't find anyone who scores Federal R&D by technology typology.

@ccerv1 for you to incorporate.


nested servers in remote explorer

Is this a similar or duplicate feature request?

[ ] I don't know. I will go check it.
[x] No.

Is your feature request related to a problem? Please describe.
No, not related to problem. I attempted to figure out a solution for this by modifying the sftp.json files, but to no avail.
Describe the solution you'd like
I would like to be able to view multiple servers in Remote Explorer nested below specified categories. I.e.
Servers
|__Test Servers
   |__Test Server 1
   |__Test Server 2
|__Dev Servers
   |__Dev 1
   |__Dev 2
|__Prod Servers
   |__Prod 1
   |__Prod 2

Describe alternatives you've considered
I've had to create multiple work spaces for each server category. i.e. A workspace for Dev Server, Test Servers, Prod Servers.
If I want to view one of the three server categories, I have to open each workspace individually. When I am managing about 75-80 servers, this feature would be extremely helpful.
Does this project help you?

[x] Yes. SFTP IS AWESOME!
[ ] Yes. I want to support you.

@liximomo
I also think this is very important feature!
I'm also needing to be able to configure more than one remote FTP for a single project.
For each site I work on, I have one single local folder with the files, and I always have 2 remote servers:

One live server
and one dev server

It would be very useful to be able to configure them both and change from one to the other with some quick command like "Upload to 'dev'", "Upload to 'live'", or maybe "Change remote FTP to 'live'"
I hope you get to develop this!
Thank you very much for this plugin, is great!!
@vkonn
In case it helps you, right now I'm using an option to at least be able to have all the different configurations on a file, and change the one in use manually as I need it.
I use the config option for "Multiple Context" (https://marketplace.visualstudio.com/items?itemName=liximomo.sftp#multiple-context).
Although it required to have different contexts, what I do is ignore that warning and set the same context on all configs, and I figured out that SFTP uses the config on the bottom (the last one).
So, to change from one FTP to the other, I re-order the .json file, setting as the last element the FTP config I need to use on that moment.
@liximomo maybe you can re-use this config json and add some quick command to make this (move the FTP config to bottom).
I hope this helps!
Best regards to both!


Breaking change (semver adherance) policy?

It seems like breaking changes are being released and the crate is >1.0.0.
I am totally fine with breaking changes (and really appreciate the fast paced work and feature releases) but in accordance with semantic versioning (which the Rust community abides by), there should never be any breaking changes without a major version bump.
I am not entirely sure what to do about it, but in my opinion this crate is not at a stable point. I might even suggest doing something as drastic as yanking all versions over 1.0.0 on crates.io...
I understand what constitutes a breaking change is pretty hard to define, but I would consider the following occurring to be a breaking change:

Compile code successfully
Bump version of a library
Not change your code
Compile code with errors

Here is an example of a breaking change (that was released in a patch release):

The custom scalar definition has changed and needs to be modified as follows.

#[Scalar(name = "Decimal")]
impl ScalarType for CustomDecimal {
    fn parse(value: Value) -> InputValueResult<Self> {
        unimplemented!()
    }

    fn to_value(&self) -> Value {
        Value::String(self.0.to_string())
    }
}

Originally posted by @sunli829 in https://github.com/async-graphql/async-graphql/issues/116#issuecomment-634575214

You are correct that this project doesn't currently abide by semver. I was just having this discussion with a friend that wants to use the project, but is uncomfortable that it doesn't version that way.
I don't think we need to yank versions, but we should add a big disclaimer to the README and documentation that <2.0.0 is unstable and that we will adopt semver after 2.0.0
This project got very popular, very quickly, and we are just trying to adapt to that popularity; however, I don't think we should enforce anything that breaks the amazing productivity of @sunli829.

I don't think we should enforce anything that breaks the amazing productivity of @sunli829

100% agree! Many thanks to @sunli829 👏
That sounds like a good plan, iff:

We are careful about when we release 2.0.0
Try to follow semver under 1.0.0 (i.e. pretend the leading 1 isn't there and only release breaking changes with minor version bumps (not patches))
Make the disclaimer very prominent; the first thing I noticed about this project was that it was already at 1.0.0, which seemed odd because of the git history and it being just announced on Reddit...

Although, now that I type all of that, I still think it would be less confusing in the end if we yanked versions... If there happen to be any published crates that depend on this (I don't think there are) they will continue to work and people will just have to adjust a version in their Cargo.toml...

When you suggest yanking, I assume you want us to rewrite the git history to change all 1.0 versions to 0.x, which would be a huge hassle and slow the project down considerably.

I mean using [cargo yank] to yank versions from crates.io (and maybe removing a handful of git tags). The git history can stay how it is. That might be a little confusing to developers who are reading really old commit messages but far less confusing for users of the library (which are more important in my opinion :))

How does someone continue using the package at yanked versions? Cargo seems to only resolve yanked versions for other published crates. My application uses this project and I won't have a version to use.
I think you are optimizing for the case where people don't understand the compiler. I have been able to upgrade my project very quickly when doing a version upgrade. 🤔

@mwilliammyers I completely agree.
I am just trying to outline the amount of work required to drop the 1.x as you are suggesting. Essentially, we'd need to rewrite all of the history to publish those versions to the 0.x line, then we'd never be able to use 1.x versioning ever again and would need to go from 0.x to 2.x.
Since this has already happened, I think we just contain the problems to the 1.x release line and make the note.

I forgot about the fact that we couldn't use 1.1.x again, so we would have to go straight to 1.2.x.
Would we need to rewrite the history? Can't we just cargo publish 0.14.0 or whatever, remove the git tags and then continue as normal with 0.14.0 up to 1.0.0 and then skip to 1.2.x?
If it really would be a lot of work, then we can just add a prominent disclaimer to the README...

We are actually far past 1.1.x because we are already at 1.13.x so we would have to throw away the entire 1.x versioning space.
I'm pretty sure cargo publish uses the versions in the manifest, so we'd need to rewrite all of those.
I'll work on the disclaimer later today.

haha my bad, I was thinking we were at 1.1.x for some reason when I wrote that.
Sounds, good!

I need to iterate quickly, and I can't stand bad APIs. This is why async-graphql was created instead of perfecting juniper. 😁

Yeah. I definitely don’t want to slow you down! Keep up the good work! Thanks.


ARROW-9709: [Java] Test cases in arrow-vector takes care of endianness

This PR aims to correctly take care of endianness in test cases in arrow-vector. In the current code, they assume only a little-endian platform.

merged to master, thanks @kiszk !


Add an API endpoint for scanning resources

Is your feature request related to a specific problem?
Similar to #530 we need an endpoint that can kick off a scan and return the results.
Describe the solution you'd like
A single endpoint that can scan various resources given a set of credentials and being told what type to scan
Describe alternatives you've considered, if any
A totally different endpoint per scan type
Additional context
The initial work should only include running the scan and returning the results synchronously.

use the http spec for passing credentials

Helpful notes copied over from Slack

currently fidesops protects nearly every endpoint with oauth authentication.

No body encryption as expectation is users will have SSL protections in place along with the oauth security in place already

Some emphasis around the idea that we should potentially encode the body regardless of SSL or other authentication mechanisms in place

Based on the feedback from @PSalant726 and @NevilleS, to keep this moving along will plan to initially just encode the values in transit. Rolling in user authentication will come as part of #564 which can then get us caught up with fidesops as far as protecting the endpoints.
Feel free to let me know if there are any other thoughts around this as we get after it!

fyi @SteveDMurphy kicking this out to 1.8 because it's not required for the MVP versions of the Config wizard nor the Management UI

@earmenda and I are working on closing the PR for this today most likely as part of 1.7, with that in mind should we keep it around @iamkelllly ?

A comment from the PR description around the naming as well and how we got here:

In 9e805d0 all mention of the word scan was removed. There is some existing confusion around the generate and scan commands that could benefit from combining those commands (similar to what was discussed with audit/evaluate) but for consistency purposes today this will use generate exclusively.


Support for Laravel 7.x

Nice, how can i add your version to my laravel project? :D

It would be great if this could be merged, we can all avoid another fork and composer repository reference.

@TerrePorter could you merge this please?


log real client ip behind a HTTPS gateway

pull again, with better compatible for apache/nginx log default format

Should we add a log-realip option in doh-server.conf ?

Thank you for the update.
Just to mention that X-Forwarded-For can be forged.
It is okay for doh-server to receive a forged X-Forwarded-For for ECS purpose.
But I am afraid it is better that we can log the full IP chain? (RemoteIP + X-Real-IP + X-Forwarded, separated with comma)

RemoteIP + X-Real-IP + X-Forwarded .. is unuseable.
My suggestion is setting a doh-server.conf option. This feature default is off. Then system administrator will config their nginx/apache to remove forge http header and enable it..

My suggestion is setting a doh-server.conf option. This feature default is off. Then system administrator will config their nginx/apache to remove forge http header and enable it..

That's a good idea!
I want to name it as "log_guessed_client_ip" in doh-server.conf. The word "guess" indicates that it is not always accurate.
What's your opinion?
Would you like to implement it, or wait a few days until I have time to implement it?

done!


Schema Preview does not show anything when database is MySQL

After a bit of digging, the problem is that the app name is hardcoded in the SQL query run
https://github.com/groveco/django-sql-explorer/blob/master/explorer/schema.py#L94
If we make it the app name, it should work.

I just upgraded my local dev version and I think I just got bit by this: I got a javascript runtime error:
Error: The list need to have at list one item on init otherwise you'll have to add a template. (list.min.js)
and no Schema data.

#291


API choice documentation

User story

As a backend developer
I want to document how to change APIs for different query_objects
So that it is easier for other developers to make changes

Acceptance criteria

Instruction steps are described in wiki
optional: README also contains the instruction steps

Definition of done

Code was reviewed by another person
GitHub CI runs successfully
Feature is merged into main branch

I integrated it here:
https://github.com/amosproj/amos2021ws01-geo-data-search/wiki/New-API-addition
But could seperate it if wanted


test: FairLaunch test code typo fixed

Description
FairLaunch test code typo fixed
Why?
In order to provide correct information
ChangeLogs:
test: FairLaunch typo fixed

Thanks for the PR!


containerd mode State() call doesn't handle stale container responses properly for docker

If a docker daemon connects to runv in containerd mode and issues an initial state call, the Docker daemon will hang indefinitely waiting for a correct container response.
This seems to be because when restarted, containerd mode drops all known state about containers since the supervisor is deleted, and never reloads and verifies it.
So when https://github.com/hyperhq/runv/blob/master/containerd/api/grpc/server/server.go#L120 is executed, the response consists only of a machine stanza and no response is provided for the requested containerID.
It looks like the short fix for this would be return an error if the container ID in StateRequest can't be found (docker is okay receiving errors in this stanza). A more complete fix would be reload state.json to allow docker to request root unmount if runv is killed unexpectedly. The full fix would be to attempt to recover orphaned virtual machine containers (but that might be way more trouble then it's worth - reloading and killing them might be more practical).
Related to #369 and probably #366 as well.

Thanks for your investigation! I confirmed this bug, return error as a short fix looks good to me :) , I can take this over if you don't have time.

@gao-feng what's the status of this issue?

@wrouesnel It's a long time, I check this problem again and found docker try to find out the container in StateRequest, docker will return error if it can not find required container.  https://github.com/moby/moby/blob/master/libcontainerd/client_linux.go#L271
Can you help me to figure out the problem now? I don't remember it now...
Thanks!

Cannot reproduce this problem after restart runv-containerd. close it now.


Unbunching using IPT2

Hi,
Thank you very much for the mod and it certainly unlocks the potential of buses in the C:S.
I personally prefer IPT2 over TLM because it allow me to configure where unbunching should occur, most usually at terminus. Unless a route is looped, I would allow unbunching to occur at the two ends of the route, like in real life.
Therefore, I wonder if you can please add a feature to only allow "stop-on-demand" at stops where "vehicle unbunching" is FALSE as defined using IPT2, and to disallow "stop-on-demand" at stops where "vehicle unbunching" is TRUE. In this case, unbunching do not necessarily need to occur at the first stop.
I look forward to seeing this feature in the upcoming update.
Thanks,
Herman

OK, it is done! https://steamcommunity.com/sharedfiles/filedetails/?id=2296003260
For correctness you may want to begin the transition by picking "Respect IPT2 unbunching", but for convenience and to have less mouse clicks in general later on, you could eventually transition to "Invert IPT2 unbunching" where you only need to disable the toggle at the termini stops and watch this mod unbunch buses right at those termini and not at intermediate stops.

Thank you very much for the brilliant work. Works like a charm!


[Feature][community] Add chat room after become Apache incubator

Search before asking

[X] I had searched in the feature and found no similar feature requirement.

Description
ref: https://github.com/InterestingLab/seatunnel/pull/699#issuecomment-974661969  we should add chat room after we in apache incubator
Usage Scenario
No response
Related issues
No response
Are you willing to submit a PR?

[X] Yes I am willing to submit a PR!

Code of Conduct

[X] I agree to follow this project's Code of Conduct

If you start to do it, please let me know and I will provide you with some help

Got it.

If you start to do it, please let me know and I will provide you with some help

@CalvinKirs It is already in Apache incubator, have could I do next steps.

If you start to do it, please let me know and I will provide you with some help

@CalvinKirs It is already in Apache incubator, have could I do next steps.

Wait for the code transfer to complete

Close it, cause we already add it to https://github.com/apache/incubator-seatunnel#contact-us


RAC-4588 amqp stream monitor groundwork PR

Added to stream-monitor-plugin:

AMQP stream source
On-demand amqp server
plugin self-tests to:

send a msg and synchronously read it back

send a msg and let a greenlet receive the message (but then poll the greenlet)

send and log a msg

added --sm-amqp-server option to allow FIT level tests to say where the AMQP server is

Signed-off-by: Erika Hohenstein<EMAIL_ADDRESS>This was done paired. @RackHD/corecommitters and specifically @johren
Note: the added ability and self-tests are not "main line" tests yet.

@hohene to do her 'approve'

BUILD RackHD #55 : FAILURE

BUILD RackHD #72 : FAILURE

BUILD RackHD #73 : FAILURE

test this please


CODE:1614807040 undefined

I still trouble when load video is error: videojs: <IP_ADDRESS> (CODE:1614807040 undefined) Initialization Error in FairPlay [object Object]
Version: //amp.azure.net/libs/amp/2.3.6/azuremediaplayer.min.js

@akucer Please address this issue. Thanks!


Add support for Java 10

Please add support for Java 10 and its constructs.
This will require a deep code review.

Done.


Count Transcribers and Open Data status

A report for Trustees (and other interested parties) recording (weekly) how many individual transcribers there are on FreeCEN, and how many in each Transcriber Agreement status.

Deployed to production.

Statistics are not visible (just headings).  Statistics don't seem to include number of transcribers, number of those who have signed.

Moved back to backlog - not functioning as expected.

@PatReynolds assume the requirements for this are identical to FR but if not, just let me know!

Yes, identical.

I have this currently live on test2, although the limited data on our test sites gives zero in most columns - https://test2.freecen.org.uk/userid_details/transcriber_statistics , but you get the idea.
Will now proceed with the production update so updated stats should be live this evening.
Suggestions for a better/more thought out layout in a future version are welcome - I think a few rows for percentages could be removed and just added as a percentage in brackets beside the other figures, i.e.
Total number of users as transcribers  |   50 (35%)

This one (FC) is now live @PatReynolds - FR production update in progress.

Still not tracking yet. Working on FR (oddly as code is identical).

Specifically, the old field of "Total number of transcribers who accepted Transcription Agreement	" is still set to 0, and as a result, the newly added, related rows for this story are showing zero.

Found the reason for the existing error on this page - the code was identical to FR, but shouldn't have been, as the userid_details model on FR is slightly different.
FR users have two fields - :new_transcription_agreement and :transcription_agreement, whilst FC users only seem to have the latter, but the code was written to pull from the non-existing :new_transcription_agreement field.
Have fixed this on test2 and now appears to be showing the correct stats.

How do I access these, @smrr723 ?

@PatReynolds - https://freecen2.freecen.org.uk/userid_details/transcriber_statistics
When logged on go to Your Actions > Manage UserIDs > Transcriber Statistics

This option does not appear on the menu (but link still works as https://freecen.freecen.org.uk/userid_details/transcriber_statistics

Hi @PatReynolds ,
Below is the link:
https://www.freecen.org.uk/userid_details/transcriber_statistics

Hi @PatReynolds ,
Below is the link:
https://www.freecen.org.uk/userid_details/transcriber_statistics

Link to be added after we deploy the multi-modal code.

@PatReynolds let's test once rolled out.

Link within User ID management options.

Still needs to be done, so re-opening.

Could you please explain what needs to be done.
The transcriber statistics is there on the Userid management action
And it takes you to a page of statistics.

For cen they are pretty meaningless and transcribers do not use the system

@Captainkirkdawson Sorry, but the table lines on top of the honeycomb look bad (unprofessional). Do any other pages have this colour change? Do not have access to "Userid Management". The pages I do have access to all seem to have a white background.
Suggest we revert to using a white background, &c — unless colours are temporary, to improve readability? In which case, mea culpa.

@aThat's just in my browser where I personally change the display to white on black I find all the white on internet pages too much for my eyes so I do the change. Nothing to do with the code base which remains as is

Awaiting access to this feature again before checking that story is still live.

Fix has yet to be deployed into production. We did not do a release after the last scrum as only 1 story had been declared ready

Now got in, checked, and is now fine, can close.


Add GPU compatibility

GPU compatibility
As of 15 Jan 2024, the key missing elements to ensure that ClimaLSM is GPU compatible are file processing and interpolations. This issue is now turned into a Software Design Issue to describe how these will be implemented.
The problem
ClimaLSM reads in and evaluates various data for boundary conditions, forcings, parameters, and so on. As of now, the data is mostly used to prescribe atmosphere, radiation, and snow/precipitation. For a single site, files are read, data is preprocessed (e.g., to deal with missing elements), and 1D splines are produced. Then, ClimaLSM is run assuming that we can simply call atmos_T(t) to obtain the temperature of the atmosphere at time t.
This pattern works fine for single-site CPU runs, but has to be generalized for global/GPU runs. The main reasons for this are:

Splines are not transpently GPU-compatible,
The amount of data that has to be read for global runs can vastly exceed the system limit, and it is not possible to read everything before a run starts.

We want to support (with the same user/developer-interface for CPUs and GPUs)

analytic functions (of arbitrary dimensions),
1D temporal data read from files (e.g., for FLUXNET data),
2 + 1D spatiotemporal data read from files (e.g., ERA5 data).

We also want to support arbitrary interpolation schemes. In this way, we can start for the more difficult cases with the simple nearest neighbor interpolation (0th order), and later implement a linear interpolation (1st order), while leaving a pathway to implement higher order interpolation schemes in the future (if needed). This might also be the place where we implement more complex behaviors, e.g., using the same yearly data for a multi-year run.
The proposed solution
The proposed solution consists in defining a single way to deal with all the aformentioned cases with multiple backends. We propose to define a new abstract class AbstractInterpolator and a new function to evaluate the interpolator. The function might look like
"""
    interpolate(interpolator::AbstractInterpolator, point)

Evaluate `interpolator` on the given `point`.
"""
function interpolate(interpolator::AbstractInterpolator, point) end

Or (more likely)
"""
    interpolate!(destination, interpolator::AbstractInterpolator, point)

Evaluate `interpolator` on the given `point` and write the output to `destination`.
"""
function interpolate!(destination, interpolator::AbstractInterpolator, point) end

This second option does not look as clean, but it provides greater flexibility, which will probably be required to avoid scalar indexing (for GPUs). We will explore both options.
interpolate/interpolate! will be the only way to evaluate external data (ie, not generated in running the model). ClimaLSM will be updated to use this everywhere.
It would be nice if the 1D interpolators could naturally support being broadcasted over a surface to use the same prescription over the globe. That is, if we are working with 1D data but running on a sphere, the 1D data should be used for all the sites on the sphere. This capability will probably require going with interpolate! as opposed to interpolate.
AbstractInterpolator will have three concrete implementation, corresponding to the three use cases described above. Constructors will automatically identify which of the three implementations to use based on the input data, and the existance of three concrete structs should be considered an implementation detail.
A little bit more details/Sketch of implementation
AnalyticInterpolator
AnalyticInterpolator is the simplest. It stores one julia function that is expected to be evaluated on a point (in space and/or time).
struct AnalyticInterpolator{F <: Function} <: AbstractInterpolator
    func::F
end

As for interpolate, the implementation is simply
interpolate(interpolator::AnalyticInterpolator, point) = interpolator.func(point)

Special care has to be put in checking for type consistency (in particular with regards with Float32 and Float64).
TemporalInterpolator1D
With TemporalInterpolator1D, we can leverage the fact that the amount of data is small. With small amounts of data, we can read everything at the beginning and store the backing arrays to memory (on GPUs as well).
struct TemporalInterpolator1D{AA <: AbstractArray} <: AbstractInterpolator
    xs::AA
    ys::AA
end

xs and ys can be Arrays or CuArrays. They have to be preprocessed, and xs will probably have to be sorted.
As for interpolate, we can have something like (for nearest-neighbor interpolation)
function interpolate(interpolator::TemporalInterpolator1D, point)
    index = searchsortedfirst(interpolator.xs, point)
    return interpolator.ys[index]
end

TemporalInterpolator3D
TemporalInterpolator3D is the most complex one. For TemporalInterpolator3D, we assume that we can only hold in memory a limited amount of data.  TemporalInterpolator3D will require building a flexible online file/data processor. Most of challenge in implementing TemporalInterpolator3D is developing an improved FileReader object (that is GPU compatible and works on Fields). This is aligned with the goals in #398 (cc @juliasloan25).
This interpolator hands off the hard work the an XFileReader object (the X at the beginning is just to distinguish it in this SDI from our current implementation).
struct TemporalInterpolator3D <: AbstractInterpolator
     reader::XFileReader
end

From the point of view of TemporalInterpolator3D, XFileReader has to transparently provide the data it is asked.
A linear interpolation method might look like
function interpolate(interpolator::TemporalInterpolator3D, time)
    data_left, time_left = read_before(interpolator.reader, time)
    data_right, time_right = read_after(interpolator.reader, time)
    return data_left + (data_right - data_left) / (time_right - time_left) * (time - time_left)
end

It is important to note that with this design we isolated the challenges in
the implementation of read_before/after (which are tricky both for GPU compatibility and to obtain reasonable performance). As long as we establish a contract between TemporalInterpolator3D and XFileReader with a clear interface, we can tackle this problem incrementally.
Step 1:
read could just read the data on-demand everytime it is asked. This means, handing over the control to the CPU, reading the file from disk, remap it to the grid (if a remapped version is not already available in a cache), and copy it over to the GPU. XFileReader can store the latest version read (if we start with nearest neighbor interpolation, this is a good starting point).
Step 2:
read could buffer some data. When asked to provide data, XFileReader checks the time requested is in the range that has already been read, if not read and process the next N data slices. Once again, this means, handing over the control to the CPU, reading the file from disk, remap N slices to the grid (if a remapped version is not already available in a cache), and copy them to the GPU.
Given all the I/O, this leads to
Step 3:
XFileReader works asynchronously. XFileReader has a buffer of data to fill. This buffer is constantly being replenished by the CPU when it is idle (this is relevant only for GPU runs).
Implementing different interpolation schemes
A simple way to implement different interpolation schemes is to add an additional type layer that we can use to dispatch different interpolation methods. We can define types AbstractInterpolationMethod:
struct NearestNeighbor <: AbstractInterpolationMethod end
struct LinearInterpolation <: AbstractInterpolationMethod end

With this approach, the previously define interpolators would be augmented with a new field method, which is an instance of one of the AbstractInterpolationMethod types. Then, interpolate would become

interpolate(interpolator, point) = interpolate(interpolator, point, interpolator.method)

function interpolate(interpolator, point, method::NearestNeighbor)
# implementation
end

function interpolate(interpolator, point, method::LinearInterpolation)
# implementation
end

This requires implementing the same interpolation method for every AbstractInterpolator and does not allow composing different methods (it is possible to customize the behavior of one of the methods by adding additional fields, e.g., what to do with edge values). However, this method poses no major challenges for GPUs and poses no addition runtime cost (because everything is inferred from the type). Given that we expect to use linear interpolation for everything, and supporting different interpolation methods is mostly to ease development and to provide pathways for future expansions, I believe that this is the best way forward.

Thank you for writing this up! It's very nice to have the use cases and implementation ideas in one place.
We should also update our file reading so that we only read in the dates of a file that will be used for the simulation. Currently we read and regrid all available dates in a file, even if they won't be used. It seems like this would be handled by the read_before/read_after implementations, but maybe we want to do this for the 1D case as well


[Service Bus] - Messages without sessionId go to deadletter when sent to Subscriptions with sessions

Describe the bug
Messages without sessionId go to deadletter when sent to Subscriptions with sessions.
Happens with Topic/Subscription - Both partitioned and unpartitioned - with sessions
To Reproduce
const listOfScientists = [
  { name: "Einstein", firstName: "Albert" },
  { name: "Heisenberg", firstName: "Werner" }
];

async function main(): Promise<void> {
  const ns = Namespace.createFromConnectionString(connectionString);

  // If using Topics, use createTopicClient to send to a topic
  const client = ns.createTopicClient(topic);
  const sender = client.getSender();
  const sub = ns.createSubscriptionClient(topic, subscription);

  try {
    for (let index = 0; index < listOfScientists.length; index++) {
      const scientist = listOfScientists[index];
      const message: SendableMessageInfo = {
        body: `${scientist.firstName} ${scientist.name}`,
        label: "Scientist"
      };

      console.log(`Sending message: ${message.body} - ${message.label}`);
      await sender.send(message);
    }
    const peekNum = await sub.peek(2);
    console.log(`peek length ${peekNum.length}`);

    await client.close();
  } finally {
    await ns.close();
  }

@ramya-rao-a

Since topics have no knowledge of sessions, Service Bus cannot throw any meaningful error like it does for Queues.
The most we can do here is to add a comment above the getSender in the topic client that documents the above

Done with #1153


Make &aaa; a parse error

See https://github.com/whatwg/html/issues/1257:

&aaa; or <p title="&ampersand;"> should be parse errors

It appears it already is an error in strict mode for he.


Changing Hierarchy of or renaming Scene Nodes in a complex inherited scenes setup causes a 60+ second freeze

Tested versions
Reproducible in:  v4.3.beta1.official [a4f2ea91a], 4.3-dev6
System information
Windows 10.0.19041 - Vulkan (Mobile) - dedicated AMD Radeon RX 5600 XT (Advanced Micro Devices, Inc.; 31.0.21029.6002) - AMD Ryzen 7 3700X 8-Core Processor (16 Threads)
Issue description
I use a lot of inherited scenes from a base scene that contains a lot of complex tilemap settings (so I don't have to redo the settings every new scene). With a loaded inherited scene, if I change the node hierarchy(e.g. reparent a node to a new node) or rename any node, the editor will freeze for roughly 60+ seconds and then be fine again. Not sure what's causing it.
A non-inherited scene doesn't seem to be affected by this 60 second hangup behavior and behaves as expected when renaming nodes or changing the node hierarchy.
Currently using v4.3.dev4.official [df78c0636]  build because updating to any newer 4.3 dev or beta builds causes this functionality to break. Issue does not exist in dev4 or previous versions.
One possible contributing factor is that I have roughly 60 scenes all inheriting from a single base scene template. This number of inherited scenes may be causing some yet undefined slowdown behind the scenes with dev6 and beta1 engine builds.
Only tested with 2D Node scenes--not 3D, if that's helpful
Thanks!
Steps to reproduce
Make a scene, then make a new inherited scene, save it and then edit the hierarchy or rename child nodes.
Minimal reproduction project (MRP)
N/A

Let me download and test it in a minute!

Can confirm it's still the same issue in 4.3.rc1
Non inherited scenes work fine, but changing the hierarchy of an inherited scene does not. I attempted to replicate the issue with a new project by making ~20 inherited scenes from a base scene, and they're all fine--no hangups or lag. One issue with making a new project though is that I can't simply recreate the complexity of my scenes for a test project. It's far too much work. Each inherited scene might have 100 nodes or so in different arrangements and the tilemap nodes in them will have a lot of painted data associated with them (1000s of tiles).
My only gut reaction to this is that because it's from an inherited scene and not a new scene, there's some upper limit to the engine's ability to parse all the scene files when trying to manipulate complex scene that inherits from a complex scene.
Some new tests I did:
Opening a new fresh inherited scene in my project before it's saved  (when it says unsaved )  -- has the same issue. If I try and rename the top node in the hierarchy it will freeze for a minute or so.
Opening the original scene the others inherit from and changing the node structure or renaming a node also hangs up the editor for around a minute.
The one thing that can be done is to add a new node. Adding any new node doesn't effect the editor--only when that new node is moved or renamed.

Thanks for testing. Without a reproduction project it's harder for us to debug, but I fully understand that in this case it seems difficult to make one, as the slowdown seems tied to the complexity of the project. So we might need more work from you to identify what causes the slowdown, if you're willing.
Some things which could be useful:

Can you confirm that 4.3.dev5 is the first release that causes the slowdown? You mentioned staying on dev4 and having the issue in dev6 but didn't mention dev5.
If you have a setup for compiling C++ (Visual Studio or MinGW), you could try to compile Godot from source to bisect the regression between the commits of the last good (dev4, df78c0636) and first bad (dev5, c9c17d6ca) snapshot, to find the exact commit which caused the issue. The problem is likely a performance bottleneck which might be easy to identify if we can review the commit which caused it.
Alternatively, if you're familiar with a C++ debugger, you could compiling Godot from source (latest master) with debug symbols (scons debug_symbols=yes), and when the editor seems frozen, break into the process with the debugger to identify where it's spending all this time, which might also help narrow down which commit caused the issue and which section of the code is problematic.

CC @KoBeWi

I did not test dev 5--Just did now--interesting, so with 4.3 dev 5 it still stalls---but for only about 15-20 seconds rather than like 45+ seconds.
I don't have a setup for visual studio right now, but I can look into it. I haven't done c++ compiling in ages.
It might take me a few days though.

Can't reproduce it. Some test project, with clear instructions on how to cause the bug, would be helpful.

My project is currently stuck on rc1.
I moved to a laptop with a fresh git clone of my project for dev4  and none of the source builds I tried making in the bisect searching of the bug will even open my project because it can't import any of the resources--it just gives an error to the resources not existing and therefore cannot load in the console. It will do this indefinitely and then eventually crash out.
Unfortunately I have no way of testing any of my builds because my project just won't open with them.
I looked for documentation on what may be the case for this but I couldn't find anything.
rc1 did something to my core project files that seems to completely ignore my git versioning. I'm having trouble reopening my project in dev4 now.   On my laptop--the same project experiences the same issue in the just released rc2. I'm currently trying to get my project to work on dev 4 again.
Willing to hear any advice on why Godot seems to be ignoring any github reversions/resets of my project to commits made on dev4.

Make sure to delete the .godot folder after resetting to the desired Git commit.

Could you check 4.3.rc3 to see if things improved by any chance?
Given your problem seems linked to TileMaps, I'm not too hopeful as there haven't been recent changes there, but it's worth testing anyway.

Sorry--I've been super busy and distracted so haven't had time to continue investigating.
I'm thinking it might be linked to how massive and complex my tilemaps are--thousands of tiles spread across multiple layers--I use multiple ones as well:
Tilemap for Collision
Tilemap for static art layers
1-2 tilemaps for background parallax
1 tilemap for foreground parallax
They all share the same core tileset defined in the original parent inherited scene that has about 10 different imported sprite maps
Last thing I checked on my laptop--I got my build to work finally on it using the same godot version (dev4) and it seemed to be experiencing the same issue that doesn't happen on my main desktop using dev4  so I'm at an absolute loss
Only thing I can think to do when I have time is to continue trying to understand the profiler on the debug build I made on y'alls recommendation.

I'm bumping this to 4.4 as the 4.3 release is imminent, and I don't think we'll have the opportunity to fix this in time, as this is difficult to reproduce. It's still a nasty performance regression we should investigate and, once fix, we can backport the fix for a 4.3.x release.

Totally Fair! Thanks for trying at least on 4.3. I'll see what I can do when I have time to work on it again using the debug profiler.

issue-92612.zip
I have prepared my MRP for this issue. It contains a single tileset which was broken after auto-migration from 4.1 to 4.3 release. When you run the project you should see the following errors:
...
ERROR: Cannot create tile. The tile is outside the texture or tiles are already present in the space the tile would cover.
   at: create_tile (scene/resources/2d/tile_set.cpp:4963)
2024-09-01 19:40:27.029062-0700 godot.macos.editor.arm64[42807:6147515] ERROR: The TileSetAtlasSource atlas has no tile at (2, 1).
at: has_alternative_tile (scene/resources/2d/tile_set.cpp:5415)
ERROR: The TileSetAtlasSource atlas has no tile at (2, 1).
   at: has_alternative_tile (scene/resources/2d/tile_set.cpp:5415)
2024-09-01 19:40:27.029082-0700 godot.macos.editor.arm64[42807:6147515] ERROR: TileSetAtlasSource has no tile at (2, 1).
at: create_alternative_tile (scene/resources/2d/tile_set.cpp:5363)
...

@Praytic I think you mixed up the issues - this is about freezes while renaming, not about a tileset being broken

Hi there,
I have the same issue, everytime i rename, delete or change the position of node in the scene tree i have to wait between 30scd to a minute.
I also had huge load time when starting Godot or executing the game. Ater investigations it was caused by the tilesets i was using. Seems they were too big with too many elements.
First i renamed the file from .tscn to .scn as suggested in an other post, in order to improve performance. It did improve a little but not enough.
Finally i reduced the sizes of my tilesets with aseprite and reimported only what i needed. So far it seems to have worked beause my loading time improved EXCEPT when moving nodes in the scenetree.
If anyone has suggestion or if @Praytic you managed to solve it  i would be happy to know.

@c6ryl I still haven't had the time to solve this on my end (the person who originally brought up this issue)
I did do some quick tests with your suggestions and found that closing all the open scenes with tilemaps made running the game player significantly faster. I've been working on intro cinematic scenes as of late so don't need the tilemap scenes open. Leaving them open in the editor was causing like 60 second load times to run the game. Removing them and I'm back to running my other scenes in a few seconds.
There's something related to tilemaps in general I think that's causing these slowdowns if the tilemaps are large enough (and all of mine are quite large--probably like 5-6 1024x1024 images used for all the in-game world assets.  There's no affect on in-game performance, just in-editor performance.

I think the underlying issue just isn't something worth fixing but it opened up a new issue. Essentially using the old tilemap layers on inherited scenes that are complex in the new 4.3 system just slows the system down immensely. Fixing that actually doesn't make much sense because they are being deprecated anyhow.
When trying to convert (using the built-in editor tools) the old deprecated tilemap layers to the new separated tile layer nodes--all scenes that inherit from this parent node lose all previously painted tilemap layer work. They receive a new 4.3 tilemap layer series of nodes, but anything not in the original parent node they inherit from is lost / erased. Obviously not ideal.  One temporary solution is to open each scene individually and manually convert their inherited tilemaps to the new layer system--but then this breaks the inheritance.
I'm not sure if I should submit this as a new issue or not--I found someone else experiencing this issue below and it was suggested to open an issue to the original author, but I'm not sure about the status on that.
https://github.com/godotengine/godot-proposals/issues/10340#issuecomment-2320220062
So in conclusion--I think we can close this issue as a simple matter of don't use complex inherited scenes involving dense deprecated 4.2 tilemaps in Godot 4.3--but until we can successfully convert those deprecated tilemaps to the new layer node system that works with inherited scenes, there isn't a path forward beyond 4.2 for existing projects making heavy use of scene inheritance and tilemaps.

As a side note--anyone wanting to do this--it's very important to have backups, because once the base parent scene the children are inheriting from runs the tool to auto convert the tilemaps into distinct node layers--you can't CTRL - Z the downstream effects--and all that work will be absolutely lost. Making changes to the parent scene will obviously affect the data of the children for the project. To test this again I would have to re-clone my own repository again.

One solution that seems to work and I'm going to spend the day working on and post if it solves the hierarchy freezing bug:
Converting doesn't delete the original tilemap--so my solution will be tedious but seems possible. For all 60ish inherited scenes that I have, I will have to manually go into each one--run the converter on the still existing inherited 4.2 old tilemap node, select all/copy paste those painted tiles into the new inherited 4.3 layer. Once done for all the scenes, I'll delete all instances of the 4.2 tilemap nodes and see if that is precisely the slow down issue. Gonna take several hours though. Will post my progress later today.

UPDATE:
Unfortunately--despite painstakingly editing all ~60 scenes 4.2 version tilemap nodes and converting them into 4.3 tilemap layer nodes--I'm still experiencing the minute long slow hang ups when modifying the scene hierarchy or renaming any of the nodes. This only happens in scenes that are either inherited from a base scene--or the base scene the other ~60 scenes with tilemaps are inheriting from.  Other scenes that have no inheritance don't suffer from this problem. To reiterate--I can create new nodes and save these inherited scenes as fast as one would expect--but as soon as I move a node in the hierarchy or rename a node, the entire editor freezes for a minute.
I was hoping the elimination of any older deprecated 4.2 tilemap stuff would work. But it does not.
I'll try a few new tests tomorrow but I'm running out of steam today. Although Godot didn't suffer this issue in 4.2 despite the sheer number of inherited scenes with high numbers of tilemap layers--it might be the culprit with 4.3 because something was recoded.  E.g. -- my base scene the rest inherit from has about 28 tilemap layer nodes now and each tilemap node layer is tied to a tileset resource that has 7 1024x1024 spite atlases.

You could try running C++ profiler if you can make a custom engine build.
If not, any chance you can share your scene setup?

You could try running C++ profiler if you can make a custom engine build. If not, any chance you can share your scene setup?

I uploaded some profiles in a previous comment in the thread a couple months back after building a c++ profile debug build of 4.3rc1 . I'm not skilled enough to understand them to be honest lol but I'll try again tomorrow.
I'll try and put together a github project tonight/tomorrow that replaces all my art/sprite atlases with and other assets with redacted stuff.
I want to do a couple more tests like deleting 40 of the inherited scenes to see if that makes a difference as an additional way to hone in on the issue. I'm still not sure if it's the inheritance that's the issue or the complex tilemaps being IN the inherited scenes that are the issue.

In the mean time-- here's a screengrab of the base "level_basic" scene that the other 60 scenes inherit from. This scene acts as a master copy of the different tilemap layers / tileset atlas that the other scenes use as a template.  I did it this way because if I want to edit the physics layer or other properties of an individual sprite, I need only edit it on the parent scene, and the 60+ scenes (levels) that inherit from it auto update the tileset as needed, but keep their tilemaps unique. There might be a more efficient way of doing this, but I only pointed out the issue because regardless of efficiency--it was working fine before 4.3.
More details as i can get some testing done.

AWESOME!
Success--I figured it out. It has nothing to do with inheritance--but rather with tilesets.
I took my most complicated scene and dis-inherited it from the master scene. I took my smallest scene and disinherited it from the master scene. Both were still having the issue until I deleted enough tilemap layers--for instance:

This smaller scene would rename immediately or move nodes about the hierarchy when I deleted enough of the tilemap layers.
The larger scene which had ~25 tilemap layer nodes required several to be deleted before a noticeable effect--so yeah not a great solution obviously--but it led me to the actual problem with the 4.3 update. Before--in 4.2 all of the tilemap layers were using 2 tilesets because I created 2 separate ones--one tileset for physics collisions, and one without physics collisions. When converting the project to some version of 4.3--these tilemaps were losing their shared tileset resources, and each one was instancing a separate tileset. So basically--a scene would have 25 tilemap layer nodes--each with a large/complex unique instance of a tileset. When I manually saved 2  .tres resource files for the tilesets and quick loaded them into the 20+ tilemap layer nodes so all the nodes were once again sharing only 2 tilesets instead of 25 unique ones--things work perfect as before.
So in summary--something in a pre-stable 4.3 release around dev 4; when reading 4.2 tilemap layers is removing the shared instances of tilesets and making them all 'unique.'  Because I didn't have them saved as actual .tres resource files in the file system, I would CTRL-D duplicate the 4.2 tilemap layer if I needed 2 or 3 separate ones (sometimes for parallax layers and other reasons) and they would automatically share the same instanced tileset because they were created through CTRL-D.  I suspect had I made them .tres files BEFORE upgrading to 4.3, it would have kept the shared tileset reference (but it's possible it wouldn't).
So the solution was after a fresh clone of my earlier work on manually converting things to 4.3 tilemap layer nodes (which should probably be wrapped into a different GIT issue if it doesn't exist as one already) to go back and manually create 2 .tres tileset files and edit all of the tilemap layers of the parent of the inherited scenes and ensure they're using the same 2 .tres resource instances of my tilesets.  I've looked at the raw text files of these before and they get quite large if you have several very large 1024x1024 atlases cut into 16 pixel sprites. Having 25-30 needlessly 'unique' large tilesets was bogging Godot down -- not the tilemap layers themselves and not the inheritance.
My 'solution' doesn't solve the underlying problem in that Godot won't properly automate this process in the conversion from 4.2 to 4.3, but I at least finally managed to identify exactly where the problem is occurring.
I've confirmed multiple times with a couple of cloned repositories now and doing this fixes it every time. They'll work as intended even if I make 50 tilemap layer nodes in a single scene--as long as they're all using the same 2 tileset resource files and not 25 unique ones.  I would also point out this is probably unique to my project--and I think many smaller 2d projects wouldn't be as affected by this. One of my tilesets alone (because it's seven 1024x1024 16 pixel sprite sheets with physics/and custom data nodes for each sprite) is roughly 120K lines of text in the human readable .tres file.  When I have 25 copies of this being made unique, Godot is suddenly having to update the scene file with  25 X 120k lines of code anytime a child of the parent or the parent is directly manipulated.  If another developer is using much smaller and far less complex tilesets--I doubt they would have hit this brick wall that I did.
I'm just glad to have figured it out. I'm not sure if there is a solution for this other than to warn developers there does seem to be an upper limit to the number of unique tilesets you can have in a single scene within the editor.  To reiterate--it seemed to have nothing to do with being an inherited scene or being a parent of an inherited scene--just the number of unique large tileset resources in a single scene.
This issue was also caused somewhere in the import/conversion process as outlined above, where Godot 4.3 will not properly maintain the shared tileset resources among tilemap layers making them all unique resources. (I did not test if it would successfully do this if the tilesets were pointing toward an existing .tres tileset file).  Regardless it seems to be much better practice to keep the tilesets as a separate resource file that a scene can reference, rather than wrapping them INTO the actual scene file which bloats the scene files size and time needed to save / manipulate it.
Let me know if you have any other questions!

TLDR:  Having 25-30 needlessly 'unique' large tilesets was bogging Godot down -- not the tilemap layers themselves and not the inheritance.
In which case I am 99% sure it was already reported.

I wonder if #53679 would help in this case. I assume your scenes were very big when it happened.
Also we should probably disallow built-in TileSets. They are super big and bloat the scenes, unless (unlikely) you only use very simple ones. It makes little sense to have a TileSet unique to one scene anyway.

I wonder if #53679 would help in this case. I assume your scenes were very big when it happened.
Also we should probably disallow built-in TileSets. They are super big and bloat the scenes, unless (unlikely) you only use very simple ones. It makes little sense to have a TileSet unique to one scene anyway.

The parent scene was very large yes, because it contained 2 complex tilesets, by default the scenes inheriting from it had to navigate that inherited scenes file when trying to save or manipulate themselves. When it ONLY contained 2 tilesets--in hindsight this was a bad idea--it still worked fine. When converting to 4.3 --something happens with trying to read a complex tileset from a .tcsn file that brings the system to a halt (and also something that in some cases seems to make duplicate tileset instances in memory--but I can't be 100% sure).
Regardless--I agree that the solution should be to disallow built-in TileSets for a scene file for 4.3 moving forward and force them to be separate resource files which solved all of my issues immediately. I think we can close this issue now with this solution in mind ?
Thanks for everyone's patience on this btw.


Update README.md

Added the default model used if LLM is not specified

Ok thanks, I created PR #1273


Update sensor driver initialisation API

Codecov Report

Merging #5967 into master will increase coverage by 0.01%.
The diff coverage is n/a.

@@            Coverage Diff             @@
##           master    #5967      +/-   ##
==========================================
+ Coverage   43.77%   43.78%   +0.01%
==========================================
  Files         485      485
  Lines       54660    54640      -20
  Branches    10690    10690
==========================================
- Hits        23926    23923       -3
+ Misses      30594    30577      -17
  Partials      140      140

Impacted Files
Coverage Δ

drivers/sensor/lsm9ds0_gyro/lsm9ds0_gyro.c
0% <ø> (ø)
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drivers/sensor/bmg160/bmg160.c
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drivers/sensor/lps25hb/lps25hb.c
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drivers/sensor/lsm6ds0/lsm6ds0.c
0% <ø> (ø)
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drivers/sensor/mcp9808/mcp9808.c
0% <ø> (ø)
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drivers/sensor/bma280/bma280.c
0% <ø> (ø)
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drivers/sensor/sht3xd/sht3xd.c
0% <ø> (ø)
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drivers/sensor/isl29035/isl29035.c
0% <ø> (ø)
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drivers/sensor/hdc1008/hdc1008.c
0% <ø> (ø)
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drivers/sensor/lis3dh/lis3dh.c
0% <ø> (ø)
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... and 12 more

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nixstore: search packages by attribute path

Depends on #896.

This is a hack to get a rudimentary package search (by attribute path) working natively in Devbox.  This file adds 4.7 MiB to the size of the Devbox binary. Ideally this index would be downloaded as-needed instead.

If anyone things the embedded file is too large, I can hold off on this and get a better implementation working by downloading it at runtime.

Not necessarily opposed to embedding, but generally prefer downloading. Is this part of a general strategy for search? or is it tangential?

I think downloading (or API) is the way to go. But in the interest of Always Be Shipping, I think it's totally cool to embed as a first pass, and get the search feature out. 4.7 MiB feels reasonable to me, so I'd be inclined to ship this!

Not necessarily opposed to embedding, but generally prefer downloading. Is this part of a general strategy for search? or is it tangential?

It's more of a first step to get something working. I don't think this will (or should) be the final implementation.

Is this PR abandoned? (should we close it in that case?)


email scope appears as if it is supported

From only looking at this page, it looks like the email scope is supported and would bring back an email claim. However if I refer to this page: https://docs.microsoft.com/en-us/azure/active-directory/develop/active-directory-v2-limitations, it explicitly states that the email scope is not supported for the v2.0 endpoint. Would be nice to note that in the email scope section.

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

ID: 0ac43307-75d4-cb6f-e561-0dd9008f28c6
Version Independent ID: 8fc47e76-5ee1-6aeb-73e2-c64c44e3e4ed
Content: Azure Active Directory v2.0 scopes, permissions, and consent
Content Source: articles/active-directory/develop/active-directory-v2-scopes.md
Service: active-directory
Product: unspecified
GitHub Login: @CelesteDG
Microsoft Alias: celested

@col726 Thanks for the feedback !  I have assigned this issue to content author to investigate and update the document as appropriate.

@col726 Thank you very much for your feedback. I'm working with our feature team to rationalize this and we'll update our content accordingly. #in-progress

@SaurabhSharma-MSFT @MohitGargMSFT @femsulu - Hello. After discussions with the feature team, they are working on some code changes that will address the issue filed here. Can you please change the issue type from doc-enhancement to something else like #product-bug or #product-question? I've still got a work item to update the docs once the code has been updated, but for now the issue is not doc-related. Thank you.

The documentation still looks to be wrong, the limitations page still says you can only request scopes for an app ID that's the same as the client but that's not true

email claim is returned as null

@col726 @andyjenkinson @huchenhai - Thank you all for your feedback. After some discussions with our PM and dev, I've updated the topic to clarify the current email claim behavior:

https://docs.microsoft.com/en-us/azure/active-directory/develop/active-directory-v2-limitations#restrictions-on-protocols - Please see the first bulleted item which states: "Currently, the email claim is returned only if an optional claim is configured and scope is scope=email was specified in the request. However, this behavior will change as the v2.0 endpoint is updated to further comply with the Open ID Connect and OAuth2.0 standards."

@SaurabhSharma-MSFT @MohitGargMSFT @femsulu  @MicahMcKittrick-MSFT - #please-close
A fix from a related GitHub issue also addresses the question here. See above response and current resolution. We'll be making further changes to the docs as we evolve the v2.0 endpoint to further comply with the standards, but nothing right now that we can add to the docs.


PagedLOD Uncaught TypeError: this.children[j].accept is not a function

When I used load-model in example to load  osgjs models with LOD, it shows error "Uncaught TypeError: this.children[j].accept is not a function"  at PagedLOD.js:210 over and over again, so where does the "accept"  define?

Hey @WinterCodeForEverything
Can you post the code of how you did it, or a URL? Otherwise is difficult to get what is happening.

Sorry I don't have a URL and thanks for answer.
I didn't change anything in load-model example except loading another model, I used osgconv trans osgb to osgjs, just like : osgconv -O "mergeAllBinaryFiles" ../osgb_data/model.osgb ../test/model.osgjs,
the code:
load-model.zip
the model :
test.zip

It seems you missed the most important errors at the beginning of the execution:

So the children files (tiles) were not found and the LOD mechanism was not working.
To fix this you need to set the database path pointing to your files path like:
osgDB.registry().setDatabasePath('path/to/your/files');

thanks very much and maybe I should learn more about osg.js.
And another small question is I miss texture and image when I use osgconv transform osgb to osgjs. How can I save texture and image ? Maybe also change the path that image save?

Seems you are saving your textures (and hence the link in your LOD files) to: /home/zdai/tmp/tmp_south_osgb_5953145c9096412211c90d9e/final/tile_6_4_0_tex_tex0.jpg
So the textures should be in a place accesible by the server and well referenced in the LOD files.
There exists options in OSG to write out the textures, but I don't remember the options from the top of my head. You can see all the options on the osgb format doing osgconv --format
Hope it helps.


How to adding class each line?

I tried use code from documentation, it's not even wrapping line, instead just splitting words. Any idea how to adding class each line so i can animating per-line not per-word, thank you.
i want something like this anyway: https://somethinggood.no/

The lines plugin will add the --line-index css variable to each word, which you can use in your animation. For example:
span.word { transition-delay: calc(var(--line-index) * 250ms + 250ms); }

Having trouble with splitting by lines as well. The documentation is a little confusing (pretty new to coding). Do I still add data-splitting="words"?

I wish this functionality existed. At the moment it just provides a CSS variable, which I can't animate using GSAP.

@elebumm I've heard you can use the GSAP SplitText plugin. However it is part of their Club Greensock membership.

Not tested this but to animate with gsap have you tried something like:
let myTl = gsap.timeline()
let delay = 0.3 //delay between lines in seconds
let dur = 0.3 //duration of animation
let words = Array.from(document.getElementsByClassName('word'));
words.forEach(word => {
let lineNum = getComputedStyle(word).getPropertyValue('--line-index');
myTl.to(word, dur, { y:"+=10px", ease: "Power2.EaseOut" }, lineNum*delay)
})


[Feature Request] Unify ARC api

For the upcoming ARCtrl 2.0.0 release we want to add some more breaking changes to unify our top level api!
In this specific case we want to adapt the contract functions to apply to CRUD syntax.

Hey @Freymaurer, are you talking about the helper functions directly manipulating contracts or the methods called on ARCs?

I am talking about remove/delete. As we have delete contracts but operations on ARC are called "remove"

I see, this actually stems from ARCCommander naming. where we had:

Delete = Remove Files
Unregister = Remove Registration
Remove = Remove Files and Registration

But I guess as we don't have these three options in the ARCtrl API anyway it doesn't matter.

@HLWeil seems like 2.0 was released without this inclusion, so ill put this into the backlog for now


Idea: @AndroidInstance field annotation to persist via onSaveRestoreInstanceState

Nice idea! I generally work around the need to save/restore state by using bundle arguments to fragments and letting the framework do the rest.

Yeah, me too :) But since we can't change the state of bundle after the first lifecycle methods (that checks for changes and throws IllegalStateException, we're still relegated to the standard way of persisting objects through on*InstanceState. Then again, I think it's better to let the Activity or the P in (MVP) do the networking and commit fragment tx's.


useUser(),  component, and useClerk() are inconsistent

[x] I have reviewed the documentation
[x] I have searched for existing issues
[x] I have ensured I am on the most recent version, and checked the changelog for that version
[ ] I have provided the Frontend API key from my application dashboard: ___________
[x] I have provided a minimal reproduction or replay recording below

Brief Summary of the Issue
useUser().isSignedIn returns false yet useClerk().user has the correct user details. I also have had so much trouble using  and i'm assuming this is related. I get a next hydration error every time I try to use the built in component.
Minimal Reproduction or Replay

Browser/OS
_If applicable e.g. Chromium 115.0.5790.114, Node 18.10.0
Package + Version

[ ] @clerk/clerk-js
[ ] @clerk/clerk-react
[x] @clerk/nextjs 4.23.3
[ ] @clerk/remix
[ ] @clerk/types
[x] @clerk/themes 1.7.5
[ ] @clerk/localizations
[ ] @clerk/clerk-expo
[ ] @clerk/backend
[ ] @clerk/clerk-sdk-node
[ ] @clerk/shared
[ ] @clerk/fastify
[ ] @clerk/chrome-extension
[ ] gatsby-plugin-clerk
[ ] build/tooling/chore
[ ] other:

Hello @leo-paz Could u provide us with a repo or something like a CodeSandbox ? The above code seems to work as expected when I moved it to an existing project.
Also about issue with <SignInButton/> what seems to be the problem ?

@panteliselef Thanks for the prompt reply. So I tried branching off the clerk-next-app-router-starter project after I tried copying over how the built in components were used in layout.tsx I get this error locally:
Error: Clerk: auth() was called but it looks like you aren't using `authMiddleware` in your middleware file. Please use `authMiddleware` and make sure your middleware matcher is configured correctly and it matches this route or page. See https://clerk.com/docs/quickstarts/get-started-with-nextjs

my middleware.ts is at the same level as /app and I only see it after trying to use these components in the layout.tsx.
I'm not sure what I'm doing wrong :/ heres a code snippet

@panteliselef i found a related thread and have attached a link in this comment that reproduces the issue: https://github.com/clerkinc/clerk-next-app-router-starter/issues/2#issuecomment-1703550642

I have the same issue. The useClerk hook is inconsistent.

Hello 👋
We currently close issues after 40 days of inactivity. It's been 30 days since the last update here. If we missed this issue, please reply here. Otherwise, we'll close this issue in 10 days.
As a friendly reminder: The best way to see an issue fixed is to open a pull request. If you're not sure how to do that, please check out our contributing guide.
Thanks for being a part of the Clerk community! 🙏

I also had this problem with my next 13 setup. This issue saved us from migrating off of Clerk. Thank you @leo-paz

Hello 👋
We currently close issues after 40 days of inactivity. It's been 30 days since the last update here. If we missed this issue, please reply here. Otherwise, we'll close this issue in 10 days.
As a friendly reminder: The best way to see an issue fixed is to open a pull request. If you're not sure how to do that, please check out our contributing guide.
Thanks for being a part of the Clerk community! 🙏

This issue has been automatically locked since there has not been any recent activity after it was closed. Please open a new issue for related bugs.


Error after recent commit to fix launching with no token

No longer failing silently, but:
[jamieb@HP-Elitebook-840-G1-EndeavourOS ~]$ discordo
panic: runtime error: invalid memory address or nil pointer dereference [recovered]
panic: runtime error: invalid memory address or nil pointer dereference
[signal SIGSEGV: segmentation violation code=0x1 addr=0x0 pc=0x8b22b8]
goroutine 1 [running]:
github.com/rivo/tview.(*Application).Run.func1()
/home/jamieb/go/pkg/mod/github.com/rivo/tview@v0.0.0-20220812085834-0e6b21a48e96/application.go:243 +0x4d
panic({0x923a20, 0xe28c40})
/usr/lib/go/src/runtime/panic.go:884 +0x212
main.main.func1()
/home/jamieb/.cache/yay/discordo-git/src/discordo/main.go:67 +0xf8
github.com/rivo/tview.(*Button).InputHandler.func1(0xc0001a5c60?, 0x61bd3f?)
/home/jamieb/go/pkg/mod/github.com/rivo/tview@v0.0.0-20220812085834-0e6b21a48e96/button.go:130 +0x42
github.com/rivo/tview.(*Box).WrapInputHandler.func1(0xc0002f0a80?, 0xc0001e2ca8?)
/home/jamieb/go/pkg/mod/github.com/rivo/tview@v0.0.0-20220812085834-0e6b21a48e96/box.go:167 +0x53
github.com/rivo/tview.(*Form).InputHandler.func1(0x40f507?, 0x10?)
/home/jamieb/go/pkg/mod/github.com/rivo/tview@v0.0.0-20220812085834-0e6b21a48e96/form.go:673 +0xb7
github.com/rivo/tview.(*Box).WrapInputHandler.func1(0xc0002f2120?, 0xc0001a5d80?)
/home/jamieb/go/pkg/mod/github.com/rivo/tview@v0.0.0-20220812085834-0e6b21a48e96/box.go:167 +0x53
github.com/rivo/tview.(*Application).Run(0xc0002ae000)
/home/jamieb/go/pkg/mod/github.com/rivo/tview@v0.0.0-20220812085834-0e6b21a48e96/application.go:335 +0x77d
main.main()
/home/jamieb/.cache/yay/discordo-git/src/discordo/main.go:147 +0x6bc
[jamieb@HP-Elitebook-840-G1-EndeavourOS ~]$

Since the state (*state.State) is initialized when (*ui.Core).Run is called, the state is nil because the login form widget uses the state to log in with email and password as well to log in using 2FA code when the login button is clicked, so the login logic has to be separated from using the state; fortunately, Arikawa is extremely flexible, so this should be very simple to fix. I will open a pull request as soon as I get back. Thanks for the bug report!


Update patch-package dependency

Closes databricks/databricks-sql-nodejs#141
Update patch-package dependency due to security vulnerability

Codecov Report
Patch and project coverage have no change.

Comparison is base (15e5fa4) 96.16% compared to head (6a4ef74) 96.16%.

Additional details and impacted files
@@           Coverage Diff           @@
##             main     #142   +/-   ##
=======================================
  Coverage   96.16%   96.16%
=======================================
  Files          51       51
  Lines         809      809
  Branches      131      131
=======================================
  Hits          778      778
  Misses          9        9
  Partials       22       22

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Error in response_schema_conformance after update from 1.2.0 to 1.3.2

Hi,
In my schema I have paths and schemas in their own files under folder ./paths and ./schemas.
After update to 1.3.2 I started getting this exception
jsonschema.exceptions.RefResolutionError: <urlopen error [Errno 2] No such file or directory: '/home/sb/work/python/sraps/docs/application/openapi.yml'>
actual path is
/home/sb/work/python/sraps/docs/application/openapi/openapi.yml
example of paths file
description: Desc
get:
  responses:
    200:
      description: description
      content:
        application/json:
          schema:
            type: array
            items:
              $ref: "../openapi.yml#/components/schemas/User"

The problem here is with ../. It looks for "../openapi.yml#/components/schemas/User" from base directory (/home/sb/work/python/sraps/docs/application/openapi/) and not from ./paths (/home/sb/work/python/sraps/docs/application/openapi/paths/)

Hi!
Thank you for reporting this. The bug is connected with the recent changes in response_schema_conformance check - now it uses a not-resolved schema. I will investigate

Ok, I added one more bug there - _get_response_schema now accepts not resolved schema, and it is not resolved inside. After adding resolving, it fails with an error :/ I will work on a fix

@stepanbokoc
The fix is released in 1.4.0
Let me know if it works for your case

Yes it works now, thank you sir


Hardcoded sizes in dialogs

Dialogs now have hardcoded sizes. Should be re-designed.

It was my mistake reporting this


Change interviewList to interviewSchedule

Hey @lzan98 hope you didn't mind !  Let me know if there are other things to change too!!
closes #154

Closes #229


Does this package supports CocoaPods

I wanted to check if this package support CocoaPods.

No it does not. Its dependencies do not (and will not) support Cocoapods so it's probably never going to happen. (Cocoapods its EOL as well so I don't recommend using it these days)


How to trigger certain route after condition?

Hi guys,
I have bunch of coordinators in my project and I need to trigger .loginScene route modally after 401 response code from server, give user ability to login again and continue from scene on which 401 error appeared, how I can do this?
Thanks!

For this moment I've used next logic:

NotificationCenter.default.post(name:"DidLostAuthorization", object: nil) in APIClient
My AppDelegate have  private let router = AppCoordinator().anyRouter, so this router could be used for navigation to login scene
In AppDelegate:

                                               selector: #selector(authorizationLost),
                                               name: "DidLostAuthorization",
                                               object: nil)```
and selector is triggering login scene modally

Can you call router.trigger in your authorizationLost method?

Hi Paul,
yes, I've actually did it in my current implementation:)

Ok, then I would assume that this issue is closed. If there are any questions or problems left, feel free to reopen, comment or open additional issues, if necessary.


IN-746 Unit testing 1

Add unit tests for:

get_production_config.py
get_or_create_testing_project.py
check_jobs_complete.py

Small formatting changes to print statements for unit tests
Add .coveragearc, .gitignore and pytest.ini to configure tests

This change is

Hello @rklocke! Thanks for opening this PR. We checked the lines you've touched for PEP 8 issues, and found:

In the file .github/workflows/get_or_create_testing_project.py:

Line 162:17: E128 continuation line under-indented for visual indent

In the file .github/workflows/tests/test_check_jobs_complete.py:

Line 14:1: E402 module level import not at top of file
Line 60:80: E501 line too long (84 > 79 characters)
Line 66:80: E501 line too long (106 > 79 characters)
Line 147:80: E501 line too long (102 > 79 characters)
Line 175:1: E303 too many blank lines (3)

In the file .github/workflows/tests/test_get_or_create_testing_project.py:

Line 16:1: E402 module level import not at top of file
Line 42:80: E501 line too long (94 > 79 characters)
Line 78:80: E501 line too long (94 > 79 characters)
Line 90:80: E501 line too long (94 > 79 characters)
Line 147:80: E501 line too long (94 > 79 characters)
Line 249:1: E302 expected 2 blank lines, found 1
Line 275:20: E222 multiple spaces after operator
Line 337:20: E222 multiple spaces after operator
Line 391:80: E501 line too long (107 > 79 characters)
Line 394:80: E501 line too long (85 > 79 characters)
Line 397:80: E501 line too long (82 > 79 characters)

In the file .github/workflows/tests/test_get_production_config.py:

Line 13:1: E402 module level import not at top of file
Line 305:27: E203 whitespace before ':'
Line 321:58: W605 invalid escape sequence '('
Line 321:68: W605 invalid escape sequence ')'
Line 322:33: W605 invalid escape sequence '('
Line 322:43: W605 invalid escape sequence ')'
Line 355:27: E203 whitespace before ':'
Line 363:27: E203 whitespace before ':'
Line 398:1: E302 expected 2 blank lines, found 1


"magic-trace run -trace-include-kernel true" failure

Tested with the following magic-trace versions:

5e8fdd3, built from source (output below is from testing this version)
Version 1.0.2, 0a5dd46, downloaded from the releases page

Tested on Ubuntu 22.04, on an Intel i7-7700HQ processor.
Running without -trace-include-kernel succeeds:
$ _build/default/bin/magic_trace_bin.exe run true
[ perf record: Woken up 1 times to write data ]
[ Snapshot taken. ]
[ perf record: Captured and wrote 0.062 MB /tmp/magic_trace.tmp.09aec4/perf.data ]
[ Finished recording. ]
[ Decoding, this takes a while... ]
Warning: Debug info is unavailable, so filenames and line numbers will not be available in the trace.
See https://github.com/janestreet/magic-trace/wiki/Compiling-code-for-maximum-compatibility-with-magic-trace for more info.
Visit https://magic-trace.org/ and open trace.fxt to view trace.

Running with -trace-include-kernel fails:
$ sudo -s
root@ed-ubuntu-asus:/home/eddie/magic-trace# _build/default/bin/magic_trace_bin.exe run -trace-include-kernel true
[ Snapshot taken. ]
[ Finished recording. ]
[ Decoding, this takes a while... ]
Warning: Debug info is unavailable, so filenames and line numbers will not be available in the trace.
See https://github.com/janestreet/magic-trace/wiki/Compiling-code-for-maximum-compatibility-with-magic-trace for more info.
WARNING: The /tmp/magic_trace.tmp.6b36cb/perf.data/data file's data size field is 0 which is unexpected.
Was the 'perf record' command properly terminated?
(Unix.Exit (Exit_non_zero 255))

Thanks for reporting.
Could you try:

running with MAGIC_TRACE_DEBUG=1 magic-trace ... -z-print-perf
run the perf commands yourself (you might want to use attach with a longer-running process)
see if there are more descriptive errors?

Never mind the above, the perf command in question just failed because I pointed it to a temporary directory that had already been deleted. The same command works when I create the output manually:
root@ed-ubuntu-asus:/home/eddie/magic-trace# mkdir /tmp/test
root@ed-ubuntu-asus:/home/eddie/magic-trace# perf record -o /tmp/test/perf.data --event=intel_pt/cyc=1,cyc_thresh=1,mtc_period=0/uk --timestamp --per-thread -t 187111 --snapshot=e --kcore
^C[ perf record: Woken up 1 times to write data ]
[ perf record: Captured and wrote 4.027 MB /tmp/test/perf.data ]

And in fact, magic-trace attach works fine as well:
root@ed-ubuntu-asus:/home/eddie/magic-trace# _build/default/bin/magic_trace_bin.exe attach -z-print-perf -trace-include-kernel -p 187111
perf record -o /tmp/magic_trace.tmp.bab32c/perf.data --event=intel_pt/cyc=1,cyc_thresh=1,mtc_period=0/uk --timestamp --per-thread -t 187111 --snapshot=e --kcore
[ Attached. Press Ctrl-C to stop recording. ]
^C[ Got signal, detaching... ]
[ Snapshot taken. ]
[ perf record: Woken up 1 times to write data ]
[ perf record: Captured and wrote 4.027 MB /tmp/magic_trace.tmp.bab32c/perf.data ]
[ Finished recording. ]
[ Decoding, this takes a while... ]
perf script -i /tmp/magic_trace.tmp.bab32c/perf.data --ns --itrace=be -F pid,tid,time,flags,ip,addr,sym,symoff
Warning: Debug info is unavailable, so filenames and line numbers will not be available in the trace.
See https://github.com/janestreet/magic-trace/wiki/Compiling-code-for-maximum-compatibility-with-magic-trace for more info.
Warning:
2 instruction trace errors
Visit https://magic-trace.org/ and open trace.fxt to view trace.

It's just magic-trace run with this short-lived process and with -trace-include-kernel that seems not to work.

root@ed-ubuntu-asus:/home/eddie/magic-trace# perf --version
perf version 5.15.30