Documentation: Clarity on documentation of function arguments

Please select a category the issue is focused on?
Developer Guides
Let us know where something needs a refresh or put your idea here!
See discussions at https://github.com/pharmaverse/admiralonco/issues/130 and https://github.com/pharmaverse/admiraldev/issues/72.
Needs to be summarized in our programming strategy under "Function Header (Documentation)" section.
For permitted values include a controlled terminology list of possible options so that we don't end up with each developer writing "a source object" vs "an R6 object" ... etc when meaning the same thing for this field.

Closing to centralize as denoted in https://github.com/pharmaverse/admiraldev/issues/290


Add WSDL test

Still failing. I need to investigate the problem with @WebFault

Replaced by https://github.com/llowinge/camel-quarkus-examples/pull/3


Font selection

Hi,
thank you for your wonderful program
unfortunately I can't read the results very well
pls, I propose you would like to add a font selection font
Kind regards,
dan

I've added a rudimentary font selector :

Cheers,
Lucas


BUG: navbar for mobile view

Is there an existing issue for this?

[X] I have searched the existing issues

What happened?
navbar is not visible on all pages for mobile view

Record

[X] I agree to follow this project's Code of Conduct
[X] I'm a GSSOC'24 contributor
[X] I want to work on this issue

assign this to me


Link to quick start guide leads to page that want's to install mallware!

Link to quick start guide leads to page that want's to install mallware!

Confirm!!!


register() should take a URL?

With just RequestInfo you don't get very far, right?

Oops, confused myself with RequestInit.


Check for outdated boxes on Vagrant up

We'll soon be migrating to boxes in Atlas in examples, so it is a good idea to check whether the box is outdated on start.
Should be trivial with something like b.use BoxCheckOutdated in action_up.
However, this needs to be properly tested, so creating an issue.

Merged, closing. Thanks @Temikus!


Update Azure AD Graph API retirement date

MS extended the retirement of the Azure AD Graph API from the end of 2022 to June 30, 2023.
https://learn.microsoft.com/en-us/answers/questions/768833/when-is-adal-and-azure-ad-graph-reaching-end-of-li.html
https://learn.microsoft.com/en-us/graph/migrate-azure-ad-graph-overview

@btat can you please review this?

Hi @kourosh7, the Rancher docs aren't sourced from this repo anymore. Could you please make your PR on https://github.com/rancher/rancher-docs instead.
The corresponding file is https://github.com/rancher/rancher-docs/blob/main/docs/how-to-guides/new-user-guides/authentication-permissions-and-global-configuration/authentication-config/configure-azure-ad.md

oops, thanks for letting me know. I just raised this in the other repo.


Update chakra submodule

Summary

Update chakra submodule to the most recent version that is compatible with current AstraSIM. In these chakra updates it includes a new Text2ChakraConverter, the et_jsonizer, some bugfix in et_feeder.
Add cleanup for protoc generated et_def files. That help to make sure when people rebuild astrasim, they are using the synced version of et_def with the source code when change chakra submodule commit.

covered by newer PR


Validation: descriptions

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Constant warning: ActiveScanner.ActiveScanner - Path does not exist

I just discovered SeedSync and am trying to get it setup, but I'm running into a problem where things are only added to the queue then never start downloading. I can see that it is able to connect to the remote server and read correctly read the files located there. I know that it has permission to the folder it is attempting to download them to, and have used LFTP on its own to successfully download a file without issue.
This is running on Ubuntu Server 20.10
The log looks like this (with the filenames replaced with File1, File2, File3):
 2021/01/13 14:52:10 - INFO - RemoteScanner.RemoteScanner - Skipping remote scanfs installation: already installed

2021/01/13 14:52:12 - INFO - seedsync.AutoQueue - Auto queueing 'File1'

2021/01/13 14:52:12 - INFO - seedsync.AutoQueue - Auto queueing 'File2'

2021/01/13 14:52:12 - INFO - seedsync.AutoQueue - Auto queueing 'File3'

2021/01/13 14:52:12 - INFO - seedsync.Controller - Received command Action.QUEUE for file File1

2021/01/13 14:52:12 - INFO - seedsync.Controller - Received command Action.QUEUE for file File2

2021/01/13 14:52:12 - INFO - seedsync.Controller - Received command Action.QUEUE for file File3

2021/01/13 14:52:13 - WARNING - ActiveScanner.ActiveScanner - Path does not exist: /Imports/File1

2021/01/13 14:52:13 - WARNING - ActiveScanner.ActiveScanner - Path does not exist: /Imports/File2

The last two lines then just repeat to infinity. Any help would be greatly appreciated!

The warnings are harmless and happen because of the slight delay between when download is started and when the files appear on disk. I'm going to remove them in the next version.

The warnings are harmless and happen because of the slight delay between when download is started and when the files appear on disk. I'm going to remove them in the next version.


CCE-252:adding tour components to patterns page as well as updating s…

…creen shots

 You should sign our Contributor License Agreement in order to get your pull request merged.


Update README.md

This change should have been made with https://github.com/Polymer/lit-html/commit/7ede67d768e62979f59de9365e7eeb9bbb4c67bc

Duplicate of #800

Already done by #806


Automatically configure servers from cluster stats into web console

Servers should be automatically configured (for example upon user refresh)
based on cluster stats.

Original issue reported on code.google.com by<EMAIL_ADDRESS>on 25 Sep 2010 at 11:24

Giuseppe, any estimate for this?

Original comment by<EMAIL_ADDRESS>on 8 Oct 2010 at 11:00

Giuseppe,

do you mind making the "import cluster configuration" link more visible to the
user?

Original comment by<EMAIL_ADDRESS>on 21 Oct 2010 at 8:32

Sergio, you can see it on the trunk.

Original comment by<EMAIL_ADDRESS>on 12 Oct 2010 at 11:45

Sergio, I think that issue will be completed for the next week.

Original comment by<EMAIL_ADDRESS>on 9 Oct 2010 at 4:55

Great!
I'll take a look at it ASAP and get back with feedback :)

Original comment by<EMAIL_ADDRESS>on 12 Oct 2010 at 8:15

Changed state: Started

Original comment by<EMAIL_ADDRESS>on 27 Oct 2010 at 9:19

Changed state: Fixed

Sergio,
I've changed the link color, check if it's ok for you.

Original comment by<EMAIL_ADDRESS>on 21 Oct 2010 at 1:37

Original comment by<EMAIL_ADDRESS>on 21 Oct 2010 at 8:36

Changed title: Automatically configure servers from cluster stats into web console


Submiting form with initial values on mount.

I need to auto-submit my form on ComponentDidMount when initail values are valid according to validation function.
The problem is that all my fields are shown as invalid at this lifycycle method (Though initial values are valid)
Right now i found a workaround by wrapping function with setTimeout. Is there a better way to handle this?
componentDidMount: function() {
  // this.props.fields.myField.invalid == true
  window.setTimeout(this.submitOnValid, 0)
}

.

I'm curious. Why on earth would you want to submit your form on mount? What is the value of having the form if you're going to submit before anyone can edit the values?

Its a payment form. For example you can put money on your internet provider account through our service. Before you can pay, we need to verify that account with provided number exists - send a request. We also allow to pass initial values(in this example account number) through url parameter.  When initial values are provided it is desirable to start verifying as soon as page loads.

Why wouldn't you just try to submit the values first, and then, only on failure, render the form? Rendering the data all the way out to the DOM just to have it whisked away to the server seems pretty strange.
This use case is strange enough that I don't mind you using setTimeout() as a way to trigger the submission. You've done it right.


pkg/csource: remove /bin/bash assumption

OpenBSD and probably other BSDs does not ship with /bin/bash. This particular script runs fine with regular /bin/sh.

Now that I finally located it, failures in both builds actually look related:
bin/syz-sysgen
can't load package: package main:
generated.go:1:1: expected 'package', found '-'
pkg/csource/common.go:4: running "./gen.sh": exit status 1

https://travis-ci.org/google/syzkaller/jobs/407753643
https://travis-ci.org/google/syzkaller/jobs/407753644

Let's try: https://github.com/google/syzkaller/commit/da1670a69dbf57da6f6578ae001df1fad1d947ef


Add optional enumerable argument to objDefineGet and objDefineAccessors

Codecov Report

Merging #115 (c824622) into main (a2881f3) will increase coverage by 0.10%.
The diff coverage is 100.00%.

Additional details and impacted files
@@            Coverage Diff             @@
##             main     #115      +/-   ##
==========================================
+ Coverage   98.79%   98.89%   +0.10%
==========================================
  Files          63       63
  Lines         996      999       +3
  Branches      204      206       +2
==========================================
+ Hits          984      988       +4
+ Misses         12       11       -1

Impacted Files
Coverage Δ

lib/src/helpers/lazy.ts
100.00% <ø> (ø)

lib/src/object/define.ts
100.00% <100.00%> (+3.57%)
:arrow_up:


Bump DDS from 2.7.8 -> 2.7.9

This DDS release includes fixes for https://github.com/flutter/flutter/issues/125064.
Pre-launch Checklist

[x] I read the Contributor Guide and followed the process outlined there for submitting PRs.
[x] I read the Tree Hygiene wiki page, which explains my responsibilities.
[x] I read and followed the Flutter Style Guide, including Features we expect every widget to implement.
[x] I signed the CLA.
[x] I listed at least one issue that this PR fixes in the description above.
[x] I updated/added relevant documentation (doc comments with ///).
N/A I added new tests to check the change I am making, or this PR is test-exempt.
[x] All existing and new tests are passing.

If you need help, consider asking for advice on the #hackers-new channel on Discord.

Some other bumps landed making a conflict in the checksum, will update this shortly..

I think we should land this instead: https://github.com/flutter/flutter/pull/125225

Yep, thanks!


Update the NPM packages and especially Bootstrap to V5

I hope voyager team try to update the NPM packages to latest version and rebuild the UI Admin theme based on Bootstrap the New version V5

Updating npm packages requires a significant time for testing.  If there's a specific version of a package that you need for whatever reason, we welcome pull requests.  If you're not comfortable making the change yourself, feel free to open an issue mentioning specific versions and justification for the update (i.e. you need to use another library that only supports the newer version).
Bootstrap 5 on the other hand will likely not be supported.  Voyager 2 is already well underway and is a rewrite utilizing tailwindcss

Updating npm packages requires a significant time for testing.  If there's a specific version of a package that you need for whatever reason, we welcome pull requests.  If you're not comfortable making the change yourself, feel free to open an issue mentioning specific versions and justification for the update (i.e. you need to use another library that only supports the newer version).
Bootstrap 5 on the other hand will likely not be supported.  Voyager 2 is already well underway and is a rewrite utilizing tailwindcss


Refine the response message to add a record via SMS.

'for found person' doesn't make sense.

LGTM

Thanks! Merged.


[5.9] Fix iOS buid

Looks like there's an iOS angle to the issue in #6414 as well which I hadn't noticed because I was accidentally building for macOS instead.
(cherry picked from commit 970f7929303cd491b8f1704e23b02ab15091c55a)

@swift-ci smoke test


OSX travis Build

OSX Travis is already enable, but failing at the moment. Wait for Travis to add nvm to the osx worker

Close because it works fine when build on OSX


Outdated comment block

I think the ( ) commenting is from a previous version, the new method should be { }, please confirm.
I have tested with latest version, works for () and {}.

Done in #6306


PBC code in pyscf 2.1.1 not reproducing that in pyscf 2.0.1

The problem
We (me, @welltemperedpaprika, and @tberkel) are writing to report that the PBC code in the new version
PySCF version 2.1.1
GIT HEAD 0b06bee37b62a5e36f69538584cc449ff86b271c

does not reproduce that in an old version
PySCF version 2.0.1
GIT HEAD 13bc8f9c1e98add7743bdf1c5e86c18557a66fb1

for some systems, which is caused by differences in both the 1e and the 2e (i.e., density-fitting) integrals.
Numerical evidence
A minimal working example we found is the PBE calculation of the ethyl carbamate ("ethcar") molecular crystal at Gamma point (script provided at the end). The tests we did are summarized in the table below

version
density-fitting
PBC SCF energy (Ha)
cohesive energy per molecule* (kJ/mol)

old
GDF
-646.824672894704
-36.2

old
RSGDF
-646.824672894676
-36.2

new
GDF
-646.973208903372
-231.1 (unphysical)

new
RSGDF
-646.966905209418
-222.9 (unphysical)

*cohesive energy is computed by subtracting the single molecule energy -323.398566988734 -- on which both versions of code agree with each other -- from the PBC energy (each unit cell has 2 ethcar molecules).
2e (density-fitting) integrals
The following two observations suggest that the 2e (i.e., density-fitting) integrals from the new code may be inaccurate:

The two density-fitting methods don't agree with each other in the new code (differ by 6 mHa, which is not small) while they agree to nHa level with the old code.
The old and new SCF energy differ by 0.15 Ha, making physical observables like the cohesive energy acquire an unphysical value with the new code.

1e integrals
We also verified that the PBC 1e integrals h1e computed with the two versions are different,
abs(h1e_old - h1e_new).max()

gives about 0.03 a.u. This is caused purely by the difference in vnuc as we verified that the two codes agree on vkin.
Minimal working example
from pyscf.pbc import gto, scf

if __name__ == '__main__':
    atom = '''
H     4.0836000000    5.7004000000    2.8565000000
H     0.5680000000    0.0959000000    4.2174000000
H     0.4706000000    4.7743000000    3.5510000000
H     4.1810000000    1.0221000000    3.5229000000
H     5.5721000000    5.5874000000    1.8926000000
H    -0.9205000000    0.2090000000    5.1813000000
H     3.6634000000    3.2554000000    2.5858000000
H     0.9883000000    2.5410000000    4.4882000000
H     3.8348000000    4.0111000000    0.9795000000
H     0.8169000000    1.7853000000    6.0944000000
H     2.2233000000    1.3148000000    1.1084000000
H     2.4284000000    4.4816000000    5.9655000000
H     1.1776000000    0.0925000000    0.4060000000
H     3.4740000000    5.7038000000    6.6679000000
C     4.9118000000    5.0368000000    2.5738000000
C    -0.2601000000    0.7596000000    4.5001000000
C     4.3583000000    3.7872000000    1.9184000000
C     0.2934000000    2.0092000000    5.1555000000
C     0.2055000000    1.7291000000    1.1016000000
C     4.4462000000    4.0673000000    5.9723000000
N     1.2856000000    0.9479000000    0.9570000000
N     3.3661000000    4.8484000000    6.1169000000
O     0.4858000000    2.9010000000    1.7096000000
O     4.1659000000    2.8953000000    5.3644000000
O     4.0663000000    1.4269000000    0.6702000000
O     0.5854000000    4.3694000000    6.4037000000
'''
    a = '''
5.0086286000 0.0185048000 -0.0702152000
1.6302437000 6.7597213000 0.0645321000
-1.9871993000 -0.9818778000 7.0796037000
'''
    basis = 'cc-pvdz'

    cell = gto.Cell(atom=atom, a=a, basis=basis)
    cell.verbose = 6
    cell.precision = 1e-12
    cell.build()

    mf = scf.RKS(cell).density_fit()
    # mf = scf.RKS(cell).rs_density_fit()

    mf.xc = 'pbe'
    mf.conv_tol = 1e-8

    mf.kernel()

No worries if not, I was just wondering whether there are more ideas now what could be causing this bug?

I've just used both options of your minimal example, GDF and RSGDF (though I'm aware the type of df might have been altered a little), and I get -646.824673860959 and -646.824673860943 ha which seems consistent with the old version you mention here?

The PBC integral code has been refactored in pyscf-2.3, and the precision of integrals is largely improved during these updates. Please feel free to reopen the issue if errors are encountered in the new versions.


Raster tile sources w/"attachments"

This replaces and expands upon the initial raster tile support proposed in #247. There's a lot going on here...
Summary

Raster data sources to load raster tiles from a URL template
Built-in raster rendering style to render raster tiles, either as a basemap or optionally masked against other polygon geometry
Style functionality for accessing one or more Raster data sources as samplers within shaders
Built-in support for applying raster samplers as normal maps

Raster Data Sources
A new Raster data source type has been added, which:

Loads raster tiles from a URL template and provides them as texture samplers within rendering styles (when configured to do so).
Can be used directly as a geometry data source (e.g. as the source in the data block of a layer), in which case it synthesizes quads that fill the entire tile area. This is suitable for traditional raster tile rendering, where the rasters cover the whole screen area (usually as a base layer).
Can also be "attached" to other data sources, for more advanced cases where the raster tiles are mixed with other geometry or even other raster tiles. Examples:

Drawing raster tiles that are "masked"/clipped to arbitrary polygons, such as only drawing terrain rasters over landuse polygons.
Blending two raster tiles together in a fragment shader.
Modifying geometry based on a raster tile, such as extruding heights according to a heightmap / elevation tile.

Parameters:

Requires a url tile template, in the same manner as other tiled sources.
Optionally allows the GL texture filtering mode to be set, with the same allowed values (mipmap, linear, nearest) as for other texture definitions in the scene file. Default is mipmap for power-of-2 images, and linear for non-power-of-2 images (raster tiles are generally power-of-2, though other sizes would be scaled to fit the tile square). Setting filtering: nearest allows for the raster tiles to be pixelated when scaled past their max_zoom.
Optionally defines a max_zoom beyond which tiles are over-zoomed. As with other data sources, defaults to 18.

Basic raster source example:

sources:
  stamen-terrain:
    type: Raster
    url: http://a.tile.stamen.com/terrain-background/{z}/{x}/{y}.jpg

Raster Samplers
Each data source defines a numbered list of zero or more raster samplers that (when enabled by the style) are provided for use in shader blocks, along with GLSL convenience functions for accessing them.

By default, a Raster source provides a single raster sampler (itself), while a non-Raster source does not provide any raster samplers.
Raster sources can be attached to other data sources with the rasters property, which takes an array of raster source names.
In the following example, both sources provide a single raster sampler (Mapzen elevation tiles):

  sources:
    # Define Mapzen elevation tiles as a raster data source
    mapzen-elevation:
      type: Raster
      url: https://terrain-preview.mapzen.com/terrarium/{z}/{x}/{y}.png
    # Define Mapzen vector tiles as a data source, and attach the `mapzen-elevation` raster source
    mapzen-osm:
      type: TopoJSON
      url: https://vector.mapzen.com/osm/all/{z}/{x}/{y}.topojson
      rasters: [mapzen-elevation] # provide elevation tiles as a raster sampler when rendering

When a Raster source itself has additional raster sources set in the rasters property, the "parent" source will be the first raster sampler, and those from rasters will be added after (essentially it is as if the parent source was inserted as the first item in the rasters array).

  sources:
    # Provides a single raster source (rasterA)
    rasterA:
      type: Raster
      ...
    # Provides two raster source, rasterB as the first (index 0), rasterA as the second (index 1)
    rasterB:
      type: Raster
      rasters: [rasterA]

Built-In Raster Style
A built-in raster style is provided for typical rendering cases. The style applies the raster tile pixel color value to its geometry.
Raster Basemap
When used with a Raster source, this results in traditional raster tile rendering. An example using the Stamen terrain tiles as a basemap:
   layers:
       terrain:
           data: { source: stamen-terrain }
           draw:
               raster:
                   order: 0 # draw on bottom

In this example, order determines the layer order as with other styles. The color defaults to white and any other value set by the draw group will tint the raster texture.
Filter Effects
For example, setting color: [0.5, 0.5, 0.5] will darken the underlying tiles by 50%:

The raster style is derived from the polygons rendering style, and provides the same shader blocks. This allows for custom raster styles to be defined in styles with base: raster. For example, a style that converts raster tiles to greyscale:
styles:
    greyscale:
        base: raster
        shaders:
            blocks:
                filter: |
                    float luma = dot(color.rgb, vec3(0.299, 0.587, 0.114));
                    color.rgb = vec3(luma);

Raster/Geometry Masking
The raster style can also be applied to a non-Raster source that has a raster sampler attached. In this case, the Stamen terrain is attached to and masked against the OSM landuse polygons:
    sources:
        stamen-terrain:
            type: Raster
            url: http://a.tile.stamen.com/terrain-background/{z}/{x}/{y}.jpg
        mapzen-osm:
            type: TopoJSON
            url: https://vector.mapzen.com/osm/all/{z}/{x}/{y}.topojson
            rasters: [stamen-terrain] # attach stamen terrain

   layers:
       terrain:
           data: { source: mapzen-osm, layer: landuse } # render landuse layer from vector data source
           draw:
               raster:
                   order: 0 # draw on bottom

Advanced Raster Styles
The above cases apply a single raster source to geometry (with optional color filter effects). More advanced effects can be achieved with custom styles derived from the polygons style.
By default, raster samplers are not included in polygons-derived styles, even if the data source provides them. This is because styles with raster samplers will not render until the attached raster textures load. To avoid unnecessary blocking / delay, they are disabled by default.
Enabling Raster Samplers
Styles can enable raster samplers with a new raster parameter, which can have the following values:

color: Applies the value of the raster texture as the color in the fragment shader. This is the most common case, and is set as the default by the raster rendering style.
normal: To support terrain shading, there is also built-in support for applying a raster source as a normal map.
custom: This value is for cases where you want access to raster samplers, but the data is not formatted for direct use as a color or normal. Mapzen's RGB-packed elevation tiles are an example; the raw data must be decoded and re-interpreted for usable results, and is not intended for display.

Normal Maps
For example, a normal map lit by standard Tangram lights can be created as:
sources:
    terrain-normals:
        type: Raster
        url: https://terrain-preview.mapzen.com/normal/{z}/{x}/{y}.png
    mapzen-osm:
        type: TopoJSON
        url: https://vector.mapzen.com/osm/all/{z}/{x}/{y}.topojson
        rasters: [terrain-normals]

styles:
    normals:
        base: polygons
        raster: normal

lights: ...

layers:
    earth:
        data: { source: mapzen-osm }
        draw:
            normals:
                order: 0

Direct Sampler Access
When the style has raster: custom, the shaders can directly sample the raster for custom effects. The following (public) GLSL uniforms and helper functions are provided:

sampleRaster(int N): Samples the Nth raster source at the current pixel position (similar to texture2D() but adjusts UV offset and scale to account for any raster tile overzooming).
sampleRasterAtPixel(int N, vec2 pixel): Samples the Nth raster source at the pixel (not UV) position in pixel, e.g. sampleRasterAtPixel(0, vec2(100, 50)) to sample at pixel (100, 50).
vec2 currentRasterPixel(int N): Returns the current pixel position for the Nth raster source. Useful along with the above for sampling nearby pixels (e.g. to derive a normal map, perform a convolution kernel, etc).
vec2 u_raster_sizes[]: A uniform array providing the pixel dimensions of each raster source.

TODO: decide if this is the right set of public elements (a few others exist but are less directly useful).
The following example uses the sampleRaster() method to show how Mapzen elevation tiles can be unpacked for color display:
styles:
    elevation:
        base: polygons
        raster: custom
        shaders:
            blocks:
                global: |
                    // Unpack RGB elevation
                    float unpack(vec4 h) {
                        return (h.r * 1. + h.g / 256. + h.b / 65536.);
                    }
                color: |
                    color.rgb = vec3(unpack(sampleRaster(0)));
                    color.rgb = (color.rgb - .5) * 20.; // re-scale to a visible range for contrast

Multiple Raster Samplers
Here is another example that shows the use of two raster samplers in the same rendering style. First, sources are defined for Stamen's Watercolor and Toner tiles. To make them both available in the same rendering style, the watercolor source is attached as the second sampler for the toner source.
A simple style that does a 50/50 blend of the two sampler is then defined. Finally, the toner source is drawn with the blend style.
sources:
    stamen-watercolor:
        type: Raster
        url: http://tile.stamen.com/watercolor/{z}/{x}/{y}.jpg
    stamen-toner:
        type: Raster
        url: http://tile.stamen.com/toner/{z}/{x}/{y}.png
        rasters: [stamen-watercolor] # add watercolor sampler alongside toner

styles:
    # blend two raster samplers together
    blend-rasters:
        base: polygons
        raster: color
        shaders:
            blocks:
                filter: |
                    color = (sampleRaster(0) + sampleRaster(1)) * 0.5;

layers:
    earth:
        data: { source: stamen-toner }
        draw:
            blend-rasters:
                order: 0

Implementation Notes

Raster texture lifecycle: Any given raster tile texture may be referenced by multiple tiles at once, either as a proxy tile, or when the same raster source is provided as a sampler to more than one rendering style.

This complicated the previous "single owner" relationship, in which the tile was responsible for destroying its textures when it was itself destroyed.
To support this, a referenced counting "retain/release" pattern was adopted. This is still in transition; the tile textures use retain/release, but some other textures still directly manage their lifecycle. It may be advisable to unify these further.

Raster tile overzooming: A raster source may have a lower max_zoom than a data source it is attached to. In these cases, the lower-level raster tile itself needs to be "overzoomed" onto the higher level source being drawn.

This complicated texture sampling, because each tile may need to apply additional scaling and offsetting to UVs, to properly position itself within the correct subset of the larger overzoomed raster tile. This additional info is provided as the u_raster_sizes[]and u_raster_offsets[] uniforms, which are calculated by the style at tile build time.
A set of GLSL helpers provides macros for applying these adjustments in the shader. Note that these were written as macros instead of functions, because of the requirement that array indices be constant expressions; in this case, the behavior is simple enough that implementing as a macro did not pose a challenge.
Additionally, in cases where the geometry tile is itself overzoomed (e.g. raster being applied to a geometry source with max_zoom: 16, rendered at z18), the raster texture needs to be sampled with UV coordinates corresponding to the tile's coordinate zoom (not its style zoom). This necessitated an additional (currently private) accessor for the model position within tile coordinate space. When raster samplers are enabled by the style, this value is added as as varying for UV calculation.
In the converse case, where the geometry data source has a lower max_zoom than a raster source, the raster will get capped at the geometry's max_zoom, meaning it will be prematurely scaled up. This is a known limitation, because there is currently no feasible way to provide multiple raster tile textures at the same time within the shader (it would likely require a much more costly approach, such as pre-rendering multiple raster tiles into a larger "virtual" raster tile texture on the CPU).

Number of raster samplers: Styles can have zero or more raster samplers available at render-time, but this is dependent on the data source, not the style. The same rendering style can in fact be used with different data sources, each with varying number of raster samplers, for different layers within the same scene.

This complicates the shader source construction at compile-time, because we don't know how many raster samplers will be bound at render-time. This is solved by defining any raster sampler-related uniforms to be sized for the maximum number of samplers possible (we know the max, if a data source included attachments for all possible raster sources in the scene).
While the raster sampler uniforms can hold up to the maximum possible raster samplers, in practice, fewer may be bound at render-time, as determined by the data source being used.

Geometry vs. Raster sources: We don't want to create tile objects for sources that are raster-only. We [check[(https://github.com/tangrams/tangram/pull/282/files#diff-1e8bec308a3762b66b1c71be2d0a398eR831) which sources are referenced in the source.data field for all layers, and only generate tile objects for those.

Updated with some implementation notes that are likely applicable for ES as well.
@blair1618 please review!!

also cc @meetar @patriciogonzalezvivo

:+1::+1:
I'd drop this straight into the docs (maybe with a few minor revisions)
On Thu, Mar 31, 2016 at 11:30 AM, Brett Camper<EMAIL_ADDRESS>wrote:

also cc @meetar https://github.com/meetar @patriciogonzalezvivo
https://github.com/patriciogonzalezvivo
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@patriciogonzalezvivo I just realized that right now we're only injecting raster samplers in the fragment shader. I realize you'll need them in the vertex shader to do things like terrain geometry extrusion. I think this should probably be an optional flag on the style, like raster_vertex: true, since texture samplers in vertex shaders are actually not guaranteed by the spec, have lower limits, and also contribute to a max sampler limit across both vertex + fragment shaders. @blair1618 what do you think about that?

:+1:

After a few minutes browsing a GL hardware database, I found that GPUs as new as the Mali-400 (in the Galaxy S4) have a GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS of 0. I don't feel comfortable adding a built-in feature that depends on vertex texture samplers.
GLSL extensions are a similar feature that we do allow, even though they aren't universally supported. But:

A user can check for extension availability and code a fallback
Extensions are unlikely to be used by a non-expert, you need very specific GLSL knowledge to even activate them

I believe the terrain extrusion demo would still be possible without a built-in feature for this. It may require some knowledge of tangram's inner workings, but I don't think we can claim that this demo is achievable by someone who hasn't read some of tangram's source.

Summary of IRL discussion:
It might an OK compromise to require heavy custom shader code to add the raster samplers to the vertex shader, but, I would like to better understand why we think this is different from other hardware limitations, e.g. it is also possible to create styles that won't work on a subset of devices by exceeding other per-device limits. For example, since all custom shader uniforms are injected in both vertex and fragment shaders, it's easy to create this same situation just by trying to access a texture sampler in a vertex shader block on a device that doesn't support it.
In WebGL, > 98% of devices support at least 4 vertex shader texture samplers (according to webglstats.com). It would be nice to have a better idea of support % for ES devices, but I realize that info may be harder to come by.
It seems like a reasonable policy to not have any default behavior that isn't guaranteed by the spec (hence not defaulting raster samplers on for vertex shaders), but I am not totally convinced that doesn't mean we shouldn't have options that only work on a subset of devices (especially since we already do!). In the latter case, I think the more important thing (which we're currently probably not doing so well at) is to have more robust error checking and reporting so that the application can at least know that the requested style won't work, and inform the user or take other action (rather than just blowing up, which is probably what happens now).

At the very end of the "Raster Samplers" section there's an example that reads rasters: [A] where it seems like it should read rasters: [rasterA]. Is that a typo?

@blair1618 yes thank you!

Super cool!

You showed how we can mask a raster with vector, is the reverse possible? Like only show vector data when above 1,000 meters elevation.
Is it possible to take the color from a vector layer styling (like landuse), and merge that with the hillshading from the raster (to get green hillshaded parks, for instance).

Lookin' good.
One tiny detail: our built-in styles are now points, lines, polygons, and raster (not rasters, as I would've guessed from the pattern).

@blair1618 you forgot text ;)  I see the point, but (and this may just be subjective) the word "raster" feels more like a single raster layer to me, you don't see the plural used much and it makes me think of multiple raster layers stacked. Can't say I have a really strong opinion though...

Oh I did forget about text. I guess the plural is not obviously more clear, so I'm fine with this.

@nvkelso

You showed how we can mask a raster with vector, is the reverse possible? Like only show vector data when above 1,000 meters elevation.

I had never thought of that, so I tried :)  Turns out it is, though it may not be advisable performance-wise since it involved a discard operation in the fragment shader (I did not benchmark though). Depending on the goals, it could make more sense to precompute those decisions in the tile data. Here's what it looks like though:

Is it possible to take the color from a vector layer styling (like landuse), and merge that with the hillshading from the raster (to get green hillshaded parks, for instance).

Yes! This was a core intended use case. The color assigned in the layer is available in the shader along with the raster styling, so it should be easy for us to mix these. Related, @meetar and I settled on the image-based environment maps as probably the best mix of ease of design + flexibility, vs. using built-in Tangram lights, in which case we could either have different environment maps for different polygon types, or, a single environment map which is re-colored based on polygon type. The latter is what's going on here (earth polygons drawn as grey terrain, landuse polys drawn with same environment map colored green):

:+1:  @sensescape for park magic above :)

@nvkelso @sensescape to be clear, I don't think that is going to be workable for a production style.

The generic + park based environment maps?
On Fri, Apr 1, 2016 at 11:28 AM, Brett Camper<EMAIL_ADDRESS>wrote:

@nvkelso https://github.com/nvkelso @sensescape
https://github.com/sensescape to be clear, I don't think that is going
to be workable for a production style.
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@nvkelso sorry, tried to clarify after posting. We should do the bottom image, with differently colored landuse polygons. That was a big driving use case for this PR (and the main reason it ended up more complex to implement than a traditional raster tile layer that covered everything).
The one I was steering us away from was the animated height filter thing, which should be considered more of a prototype.

:)
On Fri, Apr 1, 2016 at 11:35 AM, Brett Camper<EMAIL_ADDRESS>wrote:

@nvkelso https://github.com/nvkelso sorry, tried to clarify after
posting. We should do the bottom image, with differently colored
landuse polygons. That was a big driving use case for this PR (and the main
reason it ended up more complex to implement than a traditional raster tile
layer that covered everything).
The one I was steering us away from was the animated height filter thing,
which should be considered more of a prototype.
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@blair1618: per discussion, I added a rasterPixelSize(raster_index) macro/function, to provide a more consistent interface as an alternative to accessing the u_raster_sizes uniform directly. Make sense? https://github.com/tangrams/tangram/pull/282/commits/0bcb36919e2e553c47a179fe5c07bcd9e27e4491

Sounds good!

Merging as-is, will revisit raster samplers in vertex shaders later. I confirmed (I think, just tried a quick demo :) that it is technically possible, though pretty messy, to expose rasters in vertex shaders by copying the sampler uniform and macros definitions into a custom style's global shader block. This may be enough for us to port some of @patriciogonzalezvivo pre-existing terrain demos. However, I still think it is worth revisiting if more direct support should be included (and how this case differs from other hardware limitations).

Very well explained PR description here @bcamper.


Untrained Improvisation cause an error in game.pf2e.Check.roll

Hello,
I recently updated my system version, then tried my macro (code at the end of the issue, not the prettiest, but worked fine before).
error is as follow
Uncaught (in promise) TypeError: this.rule.toObject is not a function
[Detected 1 package: system:pf2e]
    toObject http://foundry.redacted.eu/systems/pf2e/pf2e.mjs:1646
    modifiers http://foundry.redacted.eu/systems/pf2e/pf2e.mjs:1352
    message http://foundry.redacted.eu/systems/pf2e/pf2e.mjs:1352
    roll http://foundry.redacted.eu/systems/pf2e/pf2e.mjs:1352
    anonymous http://foundry.redacted.eu/scripts/foundry.js line 22924 > AsyncFunction:28
    #executeScript http://foundry.redacted.eu/scripts/foundry.js:22928
    execute http://foundry.redacted.eu/scripts/foundry.js:22876
    _onClickMacro http://foundry.redacted.eu/scripts/foundry.js:78695
    jQuery 9
    activateListeners http://foundry.redacted.eu/scripts/foundry.js:78614
    _render http://foundry.redacted.eu/scripts/foundry.js:5842
    render http://foundry.redacted.eu/scripts/foundry.js:5769
    render http://foundry.redacted.eu/scripts/foundry.js:15362
    _onUpdateDocuments http://foundry.redacted.eu/scripts/foundry.js:15538
    #handleUpdateDocuments http://foundry.redacted.eu/scripts/foundry.js:13716
    _updateDocuments http://foundry.redacted.eu/scripts/foundry.js:13458
    update http://foundry.redacted.eu/scripts/commons.js:8677
    updateDocuments http://foundry.redacted.eu/scripts/commons.js:8001
    update http://foundry.redacted.eu/scripts/commons.js:8098
    _updateObject http://foundry.redacted.eu/scripts/foundry.js:7290
    _updateObject http://foundry.redacted.eu/scripts/foundry.js:75581
    _onSubmit http://foundry.redacted.eu/scripts/foundry.js:6626
    _activateCoreListeners http://foundry.redacted.eu/scripts/foundry.js:6560
    _activateCoreListeners http://foundry.redacted.eu/scripts/foundry.js:7073
    _render http://foundry.redacted.eu/scripts/foundry.js:5841
    _render http://foundry.redacted.eu/scripts/foundry.js:6532
    render http://foundry.redacted.eu/scripts/foundry.js:5769
    render http://foundry.redacted.eu/scripts/foundry.js:7111
    callback http://foundry.redacted.eu/scripts/foundry.js:78646
    #onClickItem http://foundry.redacted.eu/scripts/foundry.js:64986

As the stacktrace pointed toward modifiers, i logged them (screen as i'm unsure how to properly copy a js object content easily):

On a hunch, i deleted untrained improvisation from my sheet, and the macro now works properly. I believe untrained improvisation new implementation following the remaster changes somehow cause an error.
Macro
console.log(actor)
const slugPartial = "intimidation";

const skill = Object.values(actor.system.skills).find((s) => s.slug.includes(slugPartial));
if (!skill) {
  ui.notifications.warn("Skill not found");
  return;
}
console.log(skill);
const dc = [14, 15, 16, 18, 19, 20, 22, 23, 24, 26, 27, 28, 30, 31, 32, 34, 35, 36, 38, 39, 40, 42, 44, 46, 48, 50][actor.level];
if (!dc) {
  ui.notifications.warn("No matching DC for target");
  return;
}

console.log(dc);
const rollOptions = [
  ...actor.getRollOptions(["skill-check", skill.slug])
  ];

console.log(rollOptions);

const flavor = `<span class="pf2-icon">A</span> <b>Intimidation</b> - <p class="compact-text">Dread Marshal Aura</p>`;
const checkModifier = new game.pf2e.CheckModifier(flavor, skill);
console.log(checkModifier);
let result = await game.pf2e.Check.roll(checkModifier, {
  actor: token.actor,
  type: 'skill-check',
  options: rollOptions,
  dc: { value: dc }
}, event)

console.log(result);

if(result.options.degreeOfSuccess > 1){
  let ITEM_UUID=null;
  if(result.options.degreeOfSuccess == 2){
    ITEM_UUID="Item.UUBQN3KLyBLSpRQj"
  }
  if(result.options.degreeOfSuccess == 3){
    ITEM_UUID="Item.X5n2Z4JgR0tCQcQ6"
  }

  const effect_item = (await fromUuid(ITEM_UUID)).toObject();

  effect_item.flags = mergeObject(effect_item.flags ?? {}, { core: { sourceId: ITEM_UUID} });
  const existing = actor.itemTypes.effect.find((e) => e.flags.core?.sourceId === ITEM_UUID);
  if (existing) {
    await existing.delete();
  } else {
    await actor.createEmbeddedDocuments("Item", [effect_item]);
  }
}

Issue might not totally be related to the untrained improvisation feat, after all, but is definitively linked to modifiers

Further investigation on the modifiers show that while my proficiency and attribute bonuses lack a rule object (since they don't depend on rule elements). However, both my ABP modifier and untrained improvisation use a RE, whose prototype lack a "toObject()" method.
I do not know if that was the case before, or if the roll function now try to read this, but i'll update the issue title appropriately

Instead of pulling from actor.system.skills, try retrieving from actor.skills[slugPartial].

Thanks, this does seem to do the trick.
However, is this normal behaviour that the actor.system.skills object make the roll crash ? i'm not sure whether the two objects should be the same or something, i'm not well-versed enough in the system. But if using actor.system.skills is not intended, should a check be put in place to prevent the call being made ?

I'm updating the signature of CheckModifier only accept constructed modifier objects. The data in actor.system.skills is for display purposes only, so using them to make new checks wouldn't be appropriate.


Generic error wrapper to return Meteor.Error

For example calling an unknown method returns the following:
a["{\"msg\": \"error\", \"error\": \"Unknown method: foo\"}"]
Meteor won't pass errors like the above through to the error argument of the callback (example below).
Django.call('foo', function(error, response) {
  if (error)
    console.log(error);
});

@tysonclugg looks like this is done! ? :+1:

Thanks @dburles - indeed this was fixed in d762fa45c498979fdb704567898f3bb028415861. :smiley:


Figma: Menu component is incomplete vs. production

The production Menu component offers several features which are absent in the Figma design file.

[x] The issue is present in the latest release.
[x] I have searched the issues of this repository and believe that this is not a duplicate.

Current Behavior 😯
The Figma Menu component only supports the default size, it also only has an option to display an icon on the left.

Expected Behavior 🤔
The Figma menu component should support the dense prop in addition to the default size. It should also include an option to display items on the right, as shown in the documentation. Wouldn't hurt to also include a selected state in addition to the resting and default states.
Also, nitpick: the size and padding of the icon included in the Figma file appears to be different than production. Could be wrong here. Prod seems to show a 20x20 icon with 0 padding. Figma displays a 24x24 icon.

Steps to Reproduce 🕹
Open the latest Figma file.

Context 🔦
I want to provide perfect specs to my engineers. I also want to modify components, which requires a perfect understanding of how the component is set up.

Your Environment 🌎
Figma

`npx @mui/envinfo`
  Don't forget to mention which browser you used.
  Output from `npx @mui/envinfo` goes here.

And the spacing between the icon and the text in Figma seems to be different than prod. Could be wrong.

Oh, and a disabled state would be helpful! OK.. I think I'm done.

I've re-architected the menu component in my Figma file, in case this is helpful. https://www.figma.com/file/ddlwY6dkQdcNhVTEc7R7GV/❇-Flux-Design-System?node-id=368%3A3


primitive values that aren't present in the parsed JSON should use normal defaults, not null

This causes a crash in the generated code, because it implicitly tries to downcast back to primitives and throws an exception like java.lang.NullPointerException: Attempt to invoke virtual method 'boolean java.lang.Boolean.booleanValue()' on a null object reference.

Appears this happens for other ones too. I suppose I could mark them as nullable boxed types but.... ew

Thanks!


Change how we access Terraform state to not use internal functions

In https://github.com/hashicorp/terraform/commit/c6e36cd835b5c70efff9c7a479640d2e1a3c8222 and as of verstion v0.15.4, Terraform has moved the states/ package to internal/. That means we can no longer use it like we do in https://github.com/GoogleCloudPlatform/healthcare-data-protection-suite/blob/master/internal/terraform/state.go, and that we can't upgrade to Terraform-as-a-library v0.15.4.
The only suggestion in the commit is to pin to an older version until we figure out some other way. Probably they expect us to use terraform show -json and parse the JSON output.

unassigning myself, will take when i get more time

That's kinda sad.

I'll mark this as obsolete. No plan to do this as the policygen is low priority and we can stay with the old version of the terraform state go library.


Update version this package

Hi team,
Thanks for your help with the previous question.
I would like to ask if you could publish new version of your package so we can update it in our repository?

Just triggered another release

Hi Team,
@christian-bromann. Thank you for help. But we see that the action failed. Could you please restart it?


Doesn't this Client support my own mqtt morker?

Describe your question
I user MQTT.fx with username、password、port and broker url connect my own mqtt broker，everything works fine.
But when I use this Client with the same infomation, it doesn't work.
Code:
string ServerUrl = ".iot-as-mqtt.cn-shanghai.aliyuncs.com";
string UserName = "";
string Password = "";
string clientId = "*****";
var options = new MqttClientOptionsBuilder()
.WithClientId(clientId)
.WithTcpServer(ServerUrl,1883)
.WithCredentials(UserName, Password)
.WithTls()
.WithCleanSession()
.Build();
        mqttClient.ConnectAsync(options).GetAwaiter().GetResult();

The error info:
MQTTnet.Adapter.MqttConnectingFailedException
HResult=0x80131500
Message=Connecting with MQTT server failed (ClientIdentifierNotValid).
Source=MQTTnet
StackTrace:
at MQTTnet.Client.MqttClient.d__40.MoveNext()
at System.Runtime.ExceptionServices.ExceptionDispatchInfo.Throw()
at System.Runtime.CompilerServices.TaskAwaiter.HandleNonSuccessAndDebuggerNotification(Task task)
at MQTTnet.Client.MqttClient.d__33.MoveNext()
at System.Runtime.ExceptionServices.ExceptionDispatchInfo.Throw()
at MQTTnet.Client.MqttClient.d__33.MoveNext()
at System.Runtime.ExceptionServices.ExceptionDispatchInfo.Throw()
at System.Runtime.CompilerServices.TaskAwaiter.HandleNonSuccessAndDebuggerNotification(Task task)
at System.Runtime.CompilerServices.TaskAwaiter`1.GetResult()
at ConsoleApp1.Program.Main(String[] args) in C:\Users\Administrator\source\repos\MQTTDemo\ConsoleApp1\Program.cs:line 30
Which project is your question related to?

Client

Can you give me some advices, thanks.

What is your client id? I mean, the error says: ClientIdentifierNotValid. Maybe something is wrong there or you are using some not supported char maybe?

Another hint might be that you're trying to use SSL on port 1883? I don't know if this is intended, but normally 8883 is the SSL port for MQTT over SSL...
As this issue is open quite long and you didn't answer my question (We need more information to help you out), I will close this issue now. Just write another message here if this still occurs and (if possible provide more information to us).

@SeppPenner I'm having the same issue as the user above, we're both connecting to the same broker it seems.
The clientIds for aliyuncs brokers are a bit long, here's an example:
29690|securemode=3,signmethod=hmacsha1,timestamp=1598679202|
Using the same settings in MQTT.fx it works fine.

@SeppPenner disregard, after further investigation of the CONNECT packet between MQTT.fx and what was being generated by MQTTnet I noticed the KeepAlive period was the only thing different.
aliyuncs has a requirement that the KeepAlive period is at least 30 seconds. If it's any less it will return an InvalidClient error.
Keep this ticket closed, thank you.


chore: 🤖 add skipNavigation property to enqueueLinks

also the EnqueueLinksByClickingElementsOptions type does not accept skipOptions property

I am trying to add some tests to it


[AgriFood Platform] API Review

New API Review meeting has been requested.
Service Name: Azure AgriFood Platform
Review Created By: Bhargav Kansagara
Review Date: 10/5/2022 9:30 PM PT
PR: https://github.com/Azure/azure-rest-api-specs/pull/21001
Hero Scenarios Link: Not Provided
Core Concepts Doc Link: Not Provided
Description: Booking slot for review of Nov API version
Added Fields

Crop Entity – breedingMethods(string), Measurements(Dictionary(string: measure))
Season Entity – geographicIdentifier(string)
CropVariety Entity – trait(string), relativeMeasurements(Measure), treatments(Array(strings))
Boundary Entity – type(string), crs(string), centroid(GeoJson), bbox(GeoJson)
Source(string) field in Farmer/Farm/Field/Seasonal Field/Boundary/Crop/Crop variety/Season/Attachment
CreatedBy(string) and ModifiedBy(string) in all entities

Removed Fields -

primaryBoundaryId in fields and seasonal fields
isPrimary flag in boundary

Changes in Controller -

Migrate from Farmer to Party in all controllers
Change CropVariety to CropProduct

Changes pending from last review

$maxPageSize to maxPageSize and $skipToken to skipToken
value is now required in pageable response
Adding default response for ImageProcessing_GetRasterizeJob
camelCase parameters for Attachments_CreateOrUpdate  and InsightAttachments_CreateOrUpdate
Removing default from provider
Fixing datetime examples
Removing additionalProperties: {}
Marking code and message as required in Error schema
Patch operations should consume 'application/merge-patch+json' content type (pending)
All 202 responses should include an “Operation-Location” response header (pending)

Detailed meeting information and documents provided can be accessed here

API Stewardship Board Review: 6-Oct-22

It's unusual to use PATCH with form data.

Change this to use json merge patch and create a new API for updating the file using a POST following the Performing an Action pattern in the Azure REST API Guidelines.

NOTE: The recommended approach is to use the BYOS (bring your own storage) and accept a URL.
Optional Auth Header
Consider using JWT as the token.
Meeting Recording
Helpful Documentation

Azure API REST Documentation
Considerations for Service Design
REST API Guidelines
OpenAPI Style Guidelines
Breaking Changes

Changes are approved. Closing.


Does this work in Windows with "git for Windows"

Took inspiration from:
http://ponyfoo.com/articles/my-first-gulp-adventure
and tried this (just the checkin part for starters):
// tag and checkin to git
gulp.task('tag', function () {
var pkg = require('./package.json');
var v = 'v' + pkg.version;
var message = 'Release ' + v;
return gulp.src('./')
.pipe(git.commit(message));
});
and get error:
C:\eac>gulp tag
[21:26:25] Using gulpfile C:\eac\gulpfile.js
[21:26:25] Starting 'tag'...
[21:26:25] 'tag' errored after 46 ms
[21:26:25] Error: Command failed:
at ChildProcess.exithandler (child_process.js:648:15)
at ChildProcess.emit (events.js:98:17)
at maybeClose (child_process.js:756:16)
at Process.ChildProcess._handle.onexit (child_process.js:823:5)
which is Greek to me since I'm not a "gulp developer".
Does gulp-git work on Windows?

Do you have git installed? Can you run the command git and return the help usage of git?
That error is not gulp, it is a node.js stack trace.

I have this git installed: https://msysgit.github.io/
Here's some more info
C:\Users\chris>which git.exe
C:\Program Files (x86)\Git\bin\git.exe
C:\Users\chris>where git
C:\Program Files (x86)\Git\bin\git.exe
C:\Program Files (x86)\Microsoft Visual Studio 14.0\Common7\IDE\Extensions\Microsoft\Web Tools\External\git\git.exe
C:\Users\chris>git help
usage: git [--version] [--help] [-C ] [-c name=value]
[--exec-path[=]] [--html-path] [--man-path] [--info-path]
[-p|--paginate|--no-pager] [--no-replace-objects] [--bare]
[--git-dir=] [--work-tree=] [--namespace=]
 []
The most commonly used git commands are:
add        Add file contents to the index
bisect     Find by binary search the change that introduced a bug
branch     List, create, or delete branches
checkout   Checkout a branch or paths to the working tree
clone      Clone a repository into a new directory
commit     Record changes to the repository
diff       Show changes between commits, commit and working tree, etc
fetch      Download objects and refs from another repository
grep       Print lines matching a pattern
init       Create an empty Git repository or reinitialize an existing one
log        Show commit logs
merge      Join two or more development histories together
mv         Move or rename a file, a directory, or a symlink
pull       Fetch from and integrate with another repository or a local branch
push       Update remote refs along with associated objects
rebase     Forward-port local commits to the updated upstream head
reset      Reset current HEAD to the specified state
rm         Remove files from the working tree and from the index
show       Show various types of objects
status     Show the working tree status
tag        Create, list, delete or verify a tag object signed with GPG
'git help -a' and 'git help -g' lists available subcommands and some
concept guides. See 'git help ' or 'git help '
to read about a specific subcommand or concept.
Please let me know if this gives you any ideas, or if there is more info about my environment that may shed light.

Chris

Can you create a simple test repo to reproduce the bug?
I'll need to find a way to test this on windows...

I'm working on a different project this week. I'll try to create a simple test next week.

Thanks, Chris

Not sure if this has been resolved or not, but thought I'd add my two cents. I have git installed from the same msysgit website, and have had no problems. I've written our entire build server using gulp, and a large portion of this is using git.
I tested the above code to see if it works, and I'm able to run it and see the commit with no problems. Not sure if it's a bug in the rest of the code/setup, but the snippet shared seems to work without issue on Windows (at least on Windows 10 and 8).

@legacybass thank you for testing!
I will close this as solved. Request to reopen if the problem resumes.


Missing arguments, unable to use with langchain

OpenAi has configurations as 2nd argument while PromptLayer has just one.
https://github.com/hwchase17/langchainjs/blob/main/langchain/src/llms/openai.ts#L135
https://github.com/hwchase17/langchainjs/blob/main/langchain/src/llms/openai.ts#L400
My main use case is to use for performance analytics, prompt versioning and prompt improving based on user feedback.
I am using configuration for other tool in OpenAI call.

The LangChain promptlayer TS implementation is a bit behind, we are working to get it up to speed.


Changes june 2021

Various changes, mainly to be able to compile in Coq the current version of the Tezos protocol.

Codecov Report

Merging #188 (b7d99ff) into master (9367cd3) will decrease coverage by 0.01%.
The diff coverage is 70.00%.

@@            Coverage Diff             @@
##           master     #188      +/-   ##
==========================================
- Coverage   69.11%   69.09%   -0.02%
==========================================
  Files          31       31
  Lines        4271     4275       +4
==========================================
+ Hits         2952     2954       +2
- Misses       1319     1321       +2

Impacted Files
Coverage Δ

src/mixedPath.ml
95.87% <ø> (ø)

src/type.ml
66.77% <60.00%> (-0.06%)
:arrow_down:

src/pathName.ml
63.35% <75.00%> (-0.15%)
:arrow_down:

src/exp.ml
68.54% <100.00%> (ø)

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 9367cd3...b7d99ff. Read the comment docs.

Merging despite the slight reduction in code coverage.


Lock booking request while in Review

User story
As a reviewer, when i start the review process for a booking request, the review will be "locked" and in the state of "in review"
Narrative
While a booking is being reviewed, we do not want the user booking to be able to update or change anything until the review is complete.
Out of scope
Notification of the user about the status of the booking request.
Make a booking request.
Approve a booking request.
Acceptance criteria

#
Given
When
Then

1
A booking request has been made
A review start reviewing
the status of the booking request changes from "awaiting review" to "in review"

2
A user has made a request and it is in review
the user goes to update the booking
it is denied/nothing happens

this issue is blocked by #24

this issue is blocked by #24

No UI for this as it is going to be the same as #24. This feature is a backend contract

No UI for this as it is going to be the same as #24. This feature is a backend contract


Define testWidgetsWithLeakTracking.

contributes to: https://github.com/flutter/devtools/issues/3951

Prerequisite: https://github.com/flutter/flutter/pull/125225

Added temporal debug prints. Will remove before merge.


Defining more than 4 TPDOs

The feature description in the top-level README states that the stack supports an unlimited number of TPDOs and RPDOs; however, the code that defines the CAN-IDs for PDOs increments the ID by 0x100 for each PDO, so if I define more than the default 4 TPDOs in this way, the 5th will collide with the CAN-ID of the default server-to-client SDO. I seem to be failing to understand something here.
What am I missing here? Can I in fact define additional TPDOs without doing major surgery on the stack, and if so, how should I do that?
Thanks,
Steve

I guess you try to use the TPDO COBID macro for getting the standard connection set CO_TPDO_DEFAULT(0 .. 3)?
This is no limitation of the CANopen stack, this is just a common recommended set of COBIDs from the CiA standard.
Background: the CANopen standard defines a so-called "standard connection set", which includes 4 TPDOs. This is ok when we assume a network with 128 nodes. This leads us to the needed range of COBIDs: 4 TPDOs x 128 Nodes = 512 COBIDs used for TPDOs. For smaller networks (for example only 16 nodes with NodeId 1..16), we can place more TPDOs within each node: 512 COBIDs / 16 Nodes = 32 TPDOs per node. The reason is the limited number of COBIDs in a CANopen network.
Proposal:
You can create an application-specific (or better: network-specific) connection set. With the _BASE and _INC values you can tweak the COBIDs for your specific use-case:
#define MY_COBID_TPDO_BASE    (uint32_t)0x180
#define MY_COBID_TPDO_INC     (uint32_t)0x8     /* 8 Nodes with NodeId 1..8 */
#define MY_COBID_TPDO_SET(num)  \
    CO_COBID_TPDO_STD(1u, MY_COBID_TPDO_BASE + (num * MY_COBID_TPDO_INC))

Alternatively, you can simply set an individual set of COBIDs directly:
#define MY_TPDO1_COBID()   CO_COBID_TPDO_STD(1u, 0x200)   /* 7 Nodes with NodeId 10h, 20h, 30h, .., 70h */
#define MY_TPDO2_COBID()   CO_COBID_TPDO_STD(1u, 0x201)
#define MY_TPDO3_COBID()   CO_COBID_TPDO_STD(1u, 0x202)
  :
#define MY_TPDO16_COBID()   CO_COBID_TPDO_STD(1u, 0x20F)

Any scheme is possible.
Whichever method you use, to get the CANopen network working, you must ensure that no COBID is used multiple times. So it depends on the number of nodes, possible node-IDs, number of TPDOs, and the COBIDs of all other services.

Thanks; that makes a great deal of sense. My network is quite small, so I can easily adjust the TPDO COBIDs to accomplish this.


Doesnt clean up with async tests

Async tests might return immediately but in reality the tests haven't finished yet. This makes it so the adapter doesnt clean up the sandbox properly. These guys have already fixed it:
https://github.com/jfromaniello/jmail/blob/master/scripts/Tests/sinon-qunit-1.0.0.js

Shouldn't this be PR?


An empty element appears in month and year combobox

When you open the combobox, appears in the beginning an empty element. Appears over January and over 1900. The date that returns when you select this elements is December 1900. In the source code I see that there is an empty field  in datepicker.component.html file that it is causing the problem. Can you fix it?

I looked and didn't find any of those empty items. Could you attach a picture?
Also datepicker.component.html is obsolete.

Realized this was https://github.com/pauloedsr/ionic3-datepicker fork.
Closed


README for building should mention libgirepository1.0-dev, libgtk-3-dev dependencies

When building the git clone with stack build, I get
    Configuring haskell-gi-0.20.3...
    Cabal-simple_mPHDZzAJ_<IP_ADDRESS>_ghc-8.0.2: The pkg-config package
    'gobject-introspection-1.0' version >=1.32 is required but it could not be
    found.

which is solved with sudo apt-get install libgirepository1.0-dev on Ubuntu.
followed by
    Did not find a GI repository for Gdk-3.0 in
    ["/usr/share/xubuntu/gir-1.0","/usr/share/xfce4/gir-1.0","/usr/local/share/gir-1.0","/usr/share/gir-1.0","/usr/share/gir-1.0"].
    CallStack (from HasCallStack):
    error, called at lib/Data/GI/GIR/Repository.hs:89:20 in
    haskell-gi-0.20.3-GkK5Bv8ALzbESiQXUDFHfm:Data.GI.GIR.Repository

which is solved with sudo apt-get install libgtk-3-dev on Ubuntu.
I'd send a PR against the README, but I didn't quite understand in what section of the build instruction list to put it ("github"? But then why are there both mac→compile and github compile instructions?)

Hello @unhammer
I do apologize for the confusion. GObject Introspection is a dependency of a dependency of Gifcurry.
The GitHub build instructions are left intentionally vague since the platform is unknown in that context. The macOS build instructions do go through the step of installing all of the transitive dependencies via Homebrew.
Still, I have now referenced it in all of the appropriate places.
I noticed you are using Xubuntu. If you'd like, you can skip building Gifcurry and use the pre-built binaries found on the releases page.

AppImage

Requires no installation
Runs on most Linux distributions
Includes only the GUI

Compressed Binaries

Requires no installation
Should run on most Linux distributions
Includes both the CLI and GUI

:+1:

Thanks! I did see the releases (love how easy you made it to run), but this time I was just playing around with the code, so wanted to be able to compile.


Remove ytdl-core and yt-dash-manifest-generator

https://github.com/FreeTubeApp/FreeTube/pull/3035
We might want to redesign this page at some point, as it will just be YouTube.js when the local API is fully migrated.
Also we should remove videojs-vtt-thumbnails-freetube from the local API page, as that is our video.js plugin to show the thumbnails when you hover over the progress bar, both the local and Invidious APIs provide those storyboards.

That functionality list is long...

Is there a reason for not removing the proxy agents from the list?

I did the local API page first and then forgot to remove the proxy agents from the credits page 🙈

At this rate all our dependencies will be removed and only we are our only bottleneck...
I know that isnt possible but i am wondering how many dependencies we still can get rid of👀


doc: Update tutorial.md

Please check the following:

[x] Do the tests still pass?[^1]
[x] Does the code comply with the style guide?

[x] Run make lint from the Wagtail root.

[ ] For Python changes: Have you added tests to cover the new/fixed behaviour?
[ ] For front-end changes: Did you test on all of Wagtail’s supported environments?[^2]

[ ] Please list the exact browser and operating system versions you tested:
[ ] Please list which assistive technologies [^3] you tested:

[ ] For new features: Has the documentation been updated accordingly?

Please describe additional details for testing this change.
Add python 3.12 as supported version. Very very small typo fix.
[^1]: Development Testing
[^2]: Browser and device support
[^3]: Accessibility Target

Added to 6.0 dc3512f1e40d43455beaf9e30b6982ff92c15f72


Further test are cancelled...


[pre.10 block] Interaction Mode Manager doesn't switch modes correctly

Describe the bug
When a user moves closer to an object with their hands, the HL2 does not auto detect the distance to the object and does not switch
the selector to the hand-cursor, meaning the user cannot interact up close
To reproduce

Interact with hand-rays at a distance
Attempt to get closer, and see issue, unable to use hand-cursor to interact or select holograms

Expected behavior
When a user moves their hand closer to a hologram, the system should automatically switch to the hand-cursor
Video
https://user-images.githubusercontent.com/110259320/185193851-a586e407-20ec-4bac-b8dd-6e0e253d1f34.mp4
Your setup

Unity Version 2020.3.37f1
Commit Version 064f7cf9dd7eaa6addf29b3ed2706ed683fe7fe2

Target platform (please complete the following information)

HoloLens 2

Additional Info and video
When interacting with bounds control on a coffee mug, the hand-ray is still visible
https://user-images.githubusercontent.com/110259320/185193466-93a26dae-fbc2-4fc0-9838-200934c56af1.mp4

ISSUE MIGRATION
Issue migrated from: https://github.com/microsoft/MixedRealityToolkit-Unity/issues/10882

Original comment by:
 Zee2

@RogPodge , looks like something on the IMM broke.

Original comment by:
 keveleigh

Not sure if this is related, but I'm seeing a lot of null ref spam on an HL2:

Original comment by:
 Clandguth

Roger thinks he has a solution after looking in person with me. We set up a basic logger and found there was another element not supposed to be in there. Had a test branch in the works for me to test out soon

Original comment by:
 RogPodge

Closed by #10890


StreamWriter to S3 or any other object storage.

Is it impossible to create StreamWriter for streaming to object storage like s3 in the latest version? Is it difficult to implement?

Thanks for your issue. The stream writer is used to generate a worksheet with the amount of data, which is not used for writing data to io.Writer, please use the Write or WriteTo function.

I need to generate a worksheet with the amount of data but i don't want to save file on disk (even temporary). Is it possible to send file in batches to external storage during generation and don't load it into RAM entirely? As I understand, the function Write load full file in memory and i can't send file send file partially

Sorry, that's no possible. I think this issue was similar with issue #753 and #1052.

Thank you!


[WIP] Added support for importing coverage to TeamCity

This is needed to import to import Coverage to TeamCity. See https://confluence.jetbrains.com/display/TCD9/Manually+Configuring+Reporting+Coverage
Note, quick hack, I would like to test functionality on monday when I have access to TeamCity.
Also, unit tests are non-existent for TeamCity, wan't to add these also prior to merging this PR.
related to #713
//cc @patriksvensson

@patriksvensson I have given this some thought. TeamCity supports three different coverage tools (dotcover, partcover and ncover) of which one is supported in Cake (dotcover). Therefore this could be implemented less generic and maybe squash both commands into one, e.g:
public void ImportDotCoverCoverage(FilePath resultFile, FilePath toolPath == null)

that would output the following service messages
##teamcity[dotNetCoverage dotcover_home='/path/to/dotCover.exe']
##teamcity[importData type='dotNetCoverage' tool='dotcover' path='/path/to/result.dcvr']

If toolPath is set to null, then TeamCity would use the bundled dotCover.
Or
public void ImportDotCoverCoverage(FilePath resultFile, bool useBundled = false)

which would resolve the dotCover path if useBundled is false, otherwise TeamCity bundled would be used.

@mholo65 Good question. I lean towards the second alternative since that seems to be the nicest to the end user of the alias, but I'm not sure to be honest.
Does the rest of the @cake-build/team have an opinion about this?

It might also be wise to add the possibility to specify the ToolPath just like every Cake tool's path can be specified via ToolSettings.ToolPath.
Anyhow, for resolution of the tool's path, is there any common way to do this in Cake? Tools internally uses GetToolPath() method, but this is private. Could it be beneficial to have an alias for this?

@mholo65 There are plans to expand on the tool resolution strategy and make it available for scripts as well, but nothing yet I'm afraid. Maybe the first alternative is the best until we've done this?

Sounds OK! I'll update the PR in a couple of days.

@patriksvensson this is also done. Could you have a look?

@mholo65 From a code perspective this looks good to me :+1:
Have you tested it on TeamCity?
Could yoe rebase this against develop and I'll merge it. Thanks!

@patriksvensson I have not tested on TeamCity. I have however verified that the TeamCity method outputs same service messages as I have manually built up using Console.WriteLine()
Rebased and all checks have passed!

@mholo65 It would be great if you could run this on TeamCity to verify that it works as expected before we merge it in.

@patriksvensson yes, I can have it tested, but it'll have to wait until Wednesday or Thursday when I've access to TeamCity again.
Until now I've only verified it locally, and it output the exact same service messages as we are currently using in our CI environment (i.e. Console.WriteLine() directly from Cake-script).

@mholo65 is there any chance you can rebase this again against develop, so that we can get it in a position to merge in? Thanks!

@gep13 sure can do! But @patriksvensson wanted me to verify on TeamCity first, and I'm planning on doing that tomorrow.

@mholo65 that sounds perfect. If you can do that verification, and let us know how that goes, we can than get this rebased, and merged in.

@gep13 @patriksvensson Rebased and verified with TeamCity, works as expected.

@mholo65 merged, thanks for your contribution :+1:

@mholo65 thanks for your help on this one, and for going the extra mile to help with verification :+1:

@gep13 np, only glad to help!


Add formats.javaProperties

Motivation
.properties is a deceivingly complicated format.
This PR adds a format with a quick generator that should cover most corner cases.
It also wires the pkgs-lib tests into pkgs.tests for ofborg to pick them up.
Things done

Built on platform(s)

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

[ ] For non-Linux: Is sandbox = true set in nix.conf? (See Nix manual)
[x] Tested, as applicable:

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

[ ] Tested compilation of all packages that depend on this change using nix-shell -p nixpkgs-review --run "nixpkgs-review rev HEAD". Note: all changes have to be committed, also see nixpkgs-review usage
[ ] Tested basic functionality of all binary files (usually in ./result/bin/)
22.05 Release Notes (or backporting 21.11 Release notes)

[ ] (Package updates) Added a release notes entry if the change is major or breaking
[ ] (Module updates) Added a release notes entry if the change is significant
[ ] (Module addition) Added a release notes entry if adding a new NixOS module
[ ] (Release notes changes) Ran nixos/doc/manual/md-to-db.sh to update generated release notes

[ ] Fits CONTRIBUTING.md.

Thanks for the reviews!


Criu migration implementation

Resolves #14
Resolves #15
Resolves #16
Resolves #18
After this implementation CRIU migrations work as intended, quickly and seamlessly.

Also resolves #18.

@Nion-Network/core implemented Kademlia for fast Node network lookups, Criu option for container migrations, MRP (message routing protocol) based on N-ary tree structure.

Also:
Resolve #20
Resolve #21


refactor(ast_codegen): declutter the main file.

The goal of this PR is to make the main file easy to follow, Now the main function is within the first page

[!WARNING]
This pull request is not mergeable via GitHub because a downstack PR is open. Once all requirements are satisfied, merge this PR as a stack on Graphite.
Learn more

#4741  👈
#4737
#4735
#4738
#4732
#4731
#4728
#4730
#4729
#4726
main

This stack of pull requests is managed by Graphite. Learn more about stacking.

Join @rzvxa and the rest of your teammates on  Graphite

[!WARNING]
This pull request is not mergeable via GitHub because a downstack PR is open. Once all requirements are satisfied, merge this PR as a stack on Graphite.
Learn more

#4741  👈
#4737
#4735
#4738
#4732
#4731
#4728
#4730
#4729
#4726
main

This stack of pull requests is managed by Graphite. Learn more about stacking.

Join @rzvxa and the rest of your teammates on  Graphite

I did not close this PR!! I think Graphite is having a funny turn.


[docs] Revise "Component theming" and "How to customize" guides

[x] I have followed (at least) the PR section of the contributing guide.

Took the liberty to revise some of this content, which I think are some of the most important in the docs. There were some general reorganizing opportunities that I found and some content optimization (excluding something mentioned twice). All of it was inspired by this issue, given we weren't mentioned about sx prop higher than the theme's styles overrides specificity.
Initially, I was only going for the "How to customize" page but ended up thinking that the best place to tackle the issue above was in the "Component theming" page instead. So, since I was there already, took the opportunity to go through it as well.
Please revise the accuracy of the rewritten content!
Deploy previews:

https://deploy-preview-31997--material-ui.netlify.app/customization/theme-components/
https://deploy-preview-31997--material-ui.netlify.app/customization/how-to-customize/

@siriwatknp & @mnajdova little bump in your notifications to get this one out!

Commenting to bump this one up in y'all notifications!


Remove the "code was generated by a tool" comments should be removed from *.Generated.cs files under src/Microsoft.PowerShell.GraphicalHost

Some *.Generated.cs files under "src/Microsoft.PowerShell.GraphicalHost" has the comment "code was generated by a tool; do not edit it" in them. According to the SD history, it looks some of those files were hand-edited before, so the comment doesn't make sense anymore and should be removed.

How can we find out which ones have been hand-edited?
Here's a search through the repo - about 11 pages worth:
https://github.com/PowerShell/PowerShell/search?utf8=✓&q=code+was+generated

The history information is only available in our internal Source Depot. I believe this comment in all .Generated.cs files are outdated, I couldn't even find information about what tool was used back then to generate those files.
@daviwil: do you think it's OK to remove this comment from all .Generated.cs files under src/Microsoft.PowerShell.GraphicalHost?

Yeah, I think it'd be safe to do that for the files in the GraphicalHost assembly.

This is code cleanup work that's probably not necessary for 6.0.0.


Add TreeView component

Introduce a reusable TreeView component for hierarchical data display with expandable and collapsible nodes. Implemented the corresponding TreeViewScreen in the gallery for demonstration purposes. Includes a tree builder DSL for easy tree structure creation and ensures visual consistency with Fluent design.

@Konyaco @Sanlorng
This project is really too cool! 👍 I hope to be able to contribute a little bit, especially I would like to take care of the whole implementation of the rtl

Thank you for your contribution, but unfortunately, your PR cannot be merged at this time. Here are some reasons why:

The branch you need to merge from should be forked from dev or master, and the PR should also be directed to the corresponding base branch. We apologize for not having noted this in the README yet.
The design parameters for the controls should refer to the Windows UI Figma file.
Using Column to build a list is not suitable for the TreeView scenario. It should be designed using LazyLayout or LazyColumn.
The code related to interactions (e.g., if (visualState == VisualState.Hovered) color.backgroundColor else Color.Transparent and VisualScheme.schemeFor) is already included in the Fluent library, so you don’t need to write it again. detail
The package imports at the top of the source code should not contain *, please specify the exact packages instead.

I hope these suggestions help. Thank you for your understanding and cooperation! 😊
If you have any questions or need further assistance, please feel free to let me know.

Thank you very much for taking the time to detail all my mistakes! :) I admit that I was not aware that there was a figma 😅, I was just inspired by https://bdlukaa.github.io/fluent_ui/#/navigation/tree_view
I will try to fix this!


refactor Remove SlotBinder and FunctionBinder

The new ExpressionAnalyze can do both bind slot and bind function, so I remove SlotBinder and FunctionBinder.

run buildall


Convert between Row and dict

Is your feature request related to a problem?
A user can convert between a Table and a dict by using the methods from_dict and to_dict. Similarly, a conversion between a Row and a dict would make sense.
Desired solution

Add a method from_dict that creates a Row from a dict[str, Any]. Note that this differs from the the from_dict method of a Table, which expects a dict[str, list[Any]].
Add a method to_dict that converts a Row to a dict[str, Any]. Note that this differs from the the to_dict method of a Table, which creates a dict[str, list[Any]].

Possible alternatives (optional)
No response
Screenshots (optional)
No response
Additional Context (optional)
No response

:tada: This issue has been resolved in version 0.11.0 :tada:
The release is available on:

v0.11.0
GitHub release

Your semantic-release bot :package::rocket:


Generate only patients that went through a specific Encounter or Procedure

Requested Feature
Hello. We need to generate only patients that had a surgery - ideally insertion of a pacemaker. (Or if not possible with the pacemaker, then at least any surgery).
So, for example, I have found this module https://github.com/synthetichealth/synthea/blob/76f2925bbcb098c34413b4c1e245d8664d7251d7/src/main/resources/modules/heart/chf_lvad.json#L59 and would like to generate the patients that went through the "Surgical encounter". Or from the same module, I would like to filter out patients that went through Procedure "LVAD insertion" https://github.com/synthetichealth/synthea/blob/76f2925bbcb098c34413b4c1e245d8664d7251d7/src/main/resources/modules/heart/chf_lvad.json#L15.
I guess I need to use Keep module feature, but I cannot figure it out how to structure the JSON file in a way that it does what I want.
How can I achieve such a filtering?
Is there a module for the pacemaker insertion?

This isn't documented anywhere but because of how the health record entries are modeled in Synthea, you can also use the "Active Condition" logic to also represent "Procedure Performed". You might want something like this for your keep module:
{
  "name": "Generated Keep Module",
  "states": {
    "Initial": {
      "type": "Initial",
      "name": "Initial",
      "conditional_transition": [
        {
          "transition": "Keep",
          "condition": {
            "condition_type": "And",
            "conditions": [
              {
                "condition_type": "Active Condition",
                "codes": [
                  {
                    "system": "SNOMED-CT",
                    "code": "232967006",
                    "display": "Implantation of left ventricular assist device (procedure)"
                  }
                ]
              }
            ]
          }
        },
        {
          "transition": "Terminal"
        }
      ]
    },
    "Terminal": {
      "type": "Terminal",
      "name": "Terminal"
    },
    "Keep": {
      "type": "Terminal",
      "name": "Keep"
    }
  },
  "gmf_version": 2
}

(created using the customizer at https://synthetichealth.github.io/spt/#/customizer )


SQLRecordManager index adds documents outside existing Redis vectorstore index

System Info
langchain_version: "0.0.287"
library: "langchain"
library_version: "0.0.287"
platform: "Linux-6.1.0-12-amd64-x86_64-with-glibc2.36"
py_implementation: "CPython"
runtime: "python"
runtime_version: "3.11.2"
Who can help?
No response
Information

[X] The official example notebooks/scripts
[ ] My own modified scripts

Related Components

[ ] LLMs/Chat Models
[ ] Embedding Models
[ ] Prompts / Prompt Templates / Prompt Selectors
[ ] Output Parsers
[ ] Document Loaders
[X] Vector Stores / Retrievers
[ ] Memory
[ ] Agents / Agent Executors
[ ] Tools / Toolkits
[ ] Chains
[ ] Callbacks/Tracing
[ ] Async

Reproduction
After following the indexing instructions, index stores the documents in a Redis vectorstore, but it does so outside the vectorstore's index.
import os, time, json, openai
from langchain.vectorstores.redis import Redis
from langchain.embeddings.openai import OpenAIEmbeddings
from langchain.indexes import SQLRecordManager, index
from langchain.schema import Document
from datetime import datetime
from pathlib import Path

openai.api_key  = os.environ['OPENAI_API_KEY']

VECTORS_INDEX_NAME = 'Vectors'
COLLECTION_NAME = 'DocsDB'
NAMESPACE = f"Redis/{COLLECTION_NAME}"
REDIS_URL = "redis://<IP_ADDRESS>:6379"

embeddings = OpenAIEmbeddings()

record_manager = SQLRecordManager(NAMESPACE, db_url="sqlite:///cache_Redis.sql")
record_manager.create_schema()

rds_vectorstore = Redis.from_existing_index(
    embeddings,
    index_name=VECTORS_INDEX_NAME,
    redis_url=REDIS_URL,
    schema='Redis_schema.yaml'
)

index(
    document,
    record_manager,
    rds_vectorstore,
    cleanup = "full", # None: for first document load; "incremental": for following documents
    source_id_key = "title",
)

When exploring the Redis vectorstore, all documents loaded outside the specified VECTORS_INDEX_NAME.
When documents are loaded to the vectorstore without RecordManager index, they are created inside the specified VECTORS_INDEX_NAME when using the following code:
rds = Redis.from_documents(
    document,
    embeddings,
    index_name=VECTORS_INDEX_NAME,
    redis_url=REDIS_URL,
    index_schema='Redis_schema.yaml'
)

Expected behavior
Documents loaded into a Redis vectorstore using index RecordManager should be created inside the vectorstore's index.

@eyurtsev any idea?


Adds overrides to LuisRecognizer.RecognizeAsync that take luis LuisPredictionOptions

Added overrides to LuisRecognizer.RecognizeAsync that take LuisPredictionOptions.
Added unit tests for the different use case.
Removed IRecognizer from LuisRecognizer (it is implicit through the implementation of ITelemetryRecognizer)
Updated EmptyLuisResponseClientHandler to be able to use it with the recognizer tests.

Pull Request Test Coverage Report for Build 62323

0 of 0   changed or added relevant lines in 0 files are covered.
54 unchanged lines in 1 file lost coverage.
Overall coverage increased (+1.9%) to 71.127%

Files with Coverage Reduction
New Missed Lines
%

/libraries/Microsoft.Bot.Builder.AI.LUIS/LuisRecognizer.cs
54
38.42%

Totals

Change from base Build 61799:
1.9%

Covered Lines:
4343

Relevant Lines:
6106

💛  - Coveralls

:heavy_check_mark: No Binary Compatibility issues for Microsoft.Bot.Builder.dll
:heavy_check_mark: No Binary Compatibility issues for Microsoft.Bot.Builder.AI.Luis.dll
:heavy_check_mark: No Binary Compatibility issues for Microsoft.Bot.Builder.AI.QnA.dll
:heavy_check_mark: No Binary Compatibility issues for Microsoft.Bot.Builder.ApplicationInsights.dll
:heavy_check_mark: No Binary Compatibility issues for Microsoft.Bot.Builder.Azure.dll
:heavy_check_mark: No Binary Compatibility issues for Microsoft.Bot.Builder.Dialogs.dll
:heavy_check_mark: No Binary Compatibility issues for Microsoft.Bot.Builder.TemplateManager.dll
:heavy_check_mark: No Binary Compatibility issues for Microsoft.Bot.Configuration.dll
:heavy_check_mark: No Binary Compatibility issues for Microsoft.Bot.Connector.dll
:heavy_check_mark: No Binary Compatibility issues for Microsoft.Bot.Schema.dll


Update docs

Removes old mentions of channels and luet.
Also some cleanup and start to remove images containing cos-toolkit etc.

Codecov Report
Patch and project coverage have no change.

Comparison is base (5e3e49d) 76.57% compared to head (09a89ef) 76.57%.

Additional details and impacted files
@@           Coverage Diff           @@
##             main    #1761   +/-   ##
=======================================
  Coverage   76.57%   76.57%
=======================================
  Files          59       59
  Lines        5584     5584
=======================================
  Hits         4276     4276
  Misses       1012     1012
  Partials      296      296

:umbrella: View full report in Codecov by Sentry.
:loudspeaker: Do you have feedback about the report comment? Let us know in this issue.


Mouse events not firing during video playback

I have an issue about Vlc.DotNet.
Generic information

Vlc.DotNet version : <IP_ADDRESS>
Vlc.DotNet project used : WinForms
libvlc version : x64, via Package Manager
.net version : 4.7.2
Project language : VB
Project build architecture : AnyCPU/
Operating system : Win10 x64

Summary
I can't get the VLC control to recognize mouse movement or input while playing a video.  I searched other issues and found a reference to "SetMouseInput" but can't find such a property.  I did find VlcControl1.Video.IsMouseInputEnabled but setting that to True or False doesn't change anything.  What do I need to set so that I can read mouse movement and clicks?
Thanks.

[X] I confirm that my issue doesn't happen in VLC itself.  Right-click in VLC while playing a movie does pop up a menu.

IsMouseInputEnabled = False should be the way to go.
Did you try to handle events at the Forms level rather than on the video control or the other way around?

I just tried it and the form isn't getting the mouse events either.  I now have trace code both in the control _MouseMove and _MouseClick as well as the them and neither is firing.
Does it matter where the IsMouseInputEnabled is?  I tried it both in Form_Load as well as just after starting video playback.  Neither worked.

I'd place it just after the media player creation, but it shouldn't matter that much, because there's nothing about that on the documentation : https://www.videolan.org/developers/vlc/doc/doxygen/html/group__libvlc__video.html#gad53def725dd5a50a3823b68ed31bca1a
Can you share a minimal repro so we can try locally ?

Ok, I've created a sample project.  You'll notice that before the video starts playing, mouse events are captured.  When it starts playing, mouse movement events no longer fire.
It's a VS 2019 project.  May be a bit big (with all the supporting files) but you should be able to just unzip it in and test.
OneDrive link is below.
https://1drv.ms/u/s!ArGs7qZ8uBHEjgdkGALLW08A3zhL?e=454z66

As said here, it seems that you need to set both IsMouseInputEnabled and IsKeyInputEnabled to false for it to work, not sure why :
https://github.com/ZeBobo5/Vlc.DotNet/issues/473#issuecomment-433434865

Perfect, that worked!  Thanks!
In case this comes up in the future for anyone, I needed to do VlcControl1.Video.IsMouseInputEnabled = False and   vlcControl1.Video.IsKeyInputEnabled = False in Form_Shown in order for this to work.
I'll close this ticket.


⚠ Thumbnails API Endpoint has degraded performance

In 6aeced0, Thumbnails API Endpoint (https://thumbnails.roblox.com/v1/assets?assetIds=82738847&format=Png&isCircular=false&size=30x30) experienced degraded performance:

HTTP code: 200
Response time: 1042 ms

Resolved: Thumbnails API Endpoint performance has improved in 3525aea after 5 minutes.


fix(button): update SDS ButtonProps to include component prop

Somehow MUI ButtonProps does not include component prop, so we need to update how we type SDS'
ButtonProps to support component prop
Solution was found here: https://stackoverflow.com/a/66123108
UPDATE: Further details regarding component prop available on MUI doc here
Checklist

[ ] Default Story in Storybook
[ ] LivePreview Story in Storybook
[ ] Test Story in Storybook
[ ] Tests written
[ ] Variables from defaultTheme.ts used wherever possible
[ ] If updating an existing component, depreciate flag has been used where necessary
[ ] Chromatic build verified by @sds-design

Oh perfect! Thanks so much for linking the doc, @bkmartinjr ! Just added it to the PR description 🚀

@bkmartinjr released! Please upgrade czifui and try again 🙏 Thank you!

upgraded and it works.  TY!


Ratking Husbandry

Description
Make infinite rats for free today!
Reproduction
Summon baby rat
slash baby rat until all blood is outside him
drink up all the tasty blood
Summon baby rat * 5
repeat
Additional context
Easy Fix: replace blood in rats with "rat blood" with no nutritional value, tried to fix myself but cannot figure how to add chem.

Resources/Prototypes/Reagents then in one of the yml files with blood in it


Xcode8 + Swift 2.3 Migration

Merging in the handful of Xcode 8 Migration tool results, it should now build on XCode8b3
Included Changes

Misc api updates (NSURL primarily)
Turning on Whole Module Optimization (suggested by XCode)

Hi Andrew! I can’t merge these changes yet, because absoluteString becoming optional in 2.3 is a breaking change, and the lib thus won’t work under 2.2 when we make that leap.
As per the plans for 2→3 migration, I’m going to cut a 3.0 (and maybe 2.3) branch only after finalizing API changes in 2.2. I’ll hold this PR open for reference until then.

makes sense.  thanks for the update!

@andrewloyola I think the moment has come. Care to rebase / redo the Swift 2.3 migration off the current master? If you send the PR, I’ll cut a swift2.3 branch from it.

sure! i will take a look at that shortly

@pcantrell done.

@andrewloyola Thanks!


Allow fold_many_m_n to take a FnMut fold function instead of just Fn.

Minor change to allow fold_many_m_n to take an FnMut fold function just like fold_many0 and fold_many1 do.

Coverage remained the same at 82.652% when pulling 0131ff8a40b3fb57512505a9dc3eb97d626f5a82 on marcianx:master into 0b92df971a7d2090023b353e0283f9b2db6f2a84 on Geal:master.

Thanks!