Raise value error for min max computation of feature range

Raising value error for exception in converting min / max of a feature column to float, and printing the type of the argument.
Description
Observed value error:
<class 'ValueError'>
File "/mnt/azureml/cr/j/[guid]/exe/wd/_telemetry/_loggerfactory.py", line 143 in wrapper
return func(*args, **kwargs)
File "create_rai_insights.py", line 184 in main
_ = RAIInsights(
File "/azureml-envs/responsibleai/lib/python3.8/site-packages/responsibleai/rai_insights/rai_insights.py", line 236 in init
self._feature_ranges = RAIInsights._get_feature_ranges(
File "/azureml-envs/responsibleai/lib/python3.8/site-packages/responsibleai/rai_insights/rai_insights.py", line 1263 in _get_feature_ranges
max_value = float(test[col].max())
Checklist

[x] I have added screenshots above for all UI changes.
[x] I have added e2e tests for all UI changes.
[x] Documentation was updated if it was needed.

Codecov Report

Merging #2072 (3e5b81f) into main (e398f5a) will increase coverage by 1.38%.
The diff coverage is n/a.

:exclamation: Current head 3e5b81f differs from pull request most recent head 945ed4e. Consider uploading reports for the commit 945ed4e to get more accurate results

@@            Coverage Diff             @@
##             main    #2072      +/-   ##
==========================================
+ Coverage   92.35%   93.73%   +1.38%
==========================================
  Files         100       33      -67
  Lines        4973      591    -4382
==========================================
- Hits         4593      554    -4039
+ Misses        380       37     -343

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Could you please add a unit test for this change?

Hi, In the process of trying to troubleshoot we find missing exception information about the failure, this is exception handling (logging) for a case with unknown trigger condition.  Could you suggest a suitable unit test for this as it's not clear what a dataset needs to look like in the first place to trigger a ValueError in this part.


Service instances are not allowed to start if Kafka-Zookeeper is down

I have a microservice that among some other functions, uses Spring Cloud Streams (Kafka) to send messages to a topic. The point is that if Kafka-Zookeeper is down, the microservice is not allowed to start, it unregisters itself from Eureka and doesn't accept HTTP requests:
Caused by: org.I0Itec.zkclient.exception.ZkTimeoutException: Unable to connect to zookeeper server within timeout: 10000
...
s.c.a.AnnotationConfigApplicationContext : Closing org.springframework.context.annotation.AnnotationConfigApplicationContext@34e9de8d: startup date [Thu Feb 09 09:36:14 CET 2017]; parent: org.springframework.boot.context.embedded.AnnotationConfigEmbeddedWebApplicationContext@4bdc8b5d
o.s.c.n.eureka.InstanceInfoFactory       : Setting initial instance status as: STARTING
c.n.e.EurekaDiscoveryClientConfiguration : Unregistering application order-service with eureka with status DOWN

I have been looking at the documentation but haven't found a way of allowing the start of the service when Kafka is down.

Hi,
Thanks for reporting. Late binding is not supported yet with Kafka - please follow https://github.com/spring-cloud/spring-cloud-stream-binder-kafka/issues/12 for details.


[Sprint 47] XD-2984 Move hadoopDistro option to CommonOptions

Since both the admin and container use --hadoopDistro option
we can have this option moved to CommonOptions
Fix XD config logger to log hadooDistro option for all the runtime JVMs.

Shouldn't the handling of the --hadoopDistro option in the xd-admin and xd-container be the same? I would think that what is in xd-container is the best code to also use on xd-admin script rather than enumerate the hadoop versions supported in the script as well. This is already handled by the HadoopDistroOptionHandler.

@trisberg I see your point. I will modify the xd-admin script and update the PR.

@trisberg Updated the PR after fixing the admin scripts to use the OptionsHandler to validate the hadoop distro option.

LGTM, merging ...


Compile error

It is very hard to compile this project using cmake and the other on windows requirements, can you make a release for everyone that is already compiled for some who are having problems?

@llnk25b91, I apologize for the inconvenience. This project is still in development on my laptop, and I'm dedicating my free time after work to its progress.
Would you like to make a contribution or provide any input?


deploy renderer without publishing the npm package

We are making some changes to the studio-kit to test it without publishing the package. To achieve this, we are setting up a completely different pipeline that will deploy the build to Cloudflare, but this time with a suffix like "test" added after the SDK version.
During the build process, we are also implementing a way to specify the desired SDK version. Specifically, the Vite build will read a custom SDK version from the command line and then set the variable SDK_VERSION to the one provided in the command line.
The same requirement applies to the build process for the renderer as well. We are enabling the renderer to specify the SDK version in the baseURL during the build process.
Additionally, we are adding support to the studio-kit for changing the renderer version using SDK functions.
How to use
To use for running the renderer locally. The correct command would be:
npm run dev:renderer -- -- --sdkversion=2.1.16-test
Yep, it's got those double -- -- intentionally.
Now, when testing it with the studio-kit example or studio-kit in studio2 or studionext, you have to make sure to provide the rendererVersion like this:
 init({
      env: app.sdkEnv,
      logLevel: app.sdkEnv === 'stage' ? 'Debug' : 'Warn',
      rendererVersion: "2.1.6-test"
    })

Once you've tested the changes and it's working, feel free to remove the rendererVersion. No need to clutter up the code.
[sc-20496]
[sc-20497]

This is a really elegant solution, appending -test to the version for every PR is a great way to avoid conflicts and reduce overhead - I confusion could only arise if two PRs were open with the same package version, but this would be rare and not a big problem

That's right but i think that won't hurt the published package, so we can bare that.


backend parameter of viz._3d.plot_source_estimates needs some love

Describe the bug
Passing backend='pyvista' to plot_source_estimates() currently is not supported, although we do support PyVista:
https://github.com/mne-tools/mne-python/blob/6f16c3771d79dda19b5ff0a058396f468a3e57f6/mne/viz/_3d.py#L1750
Also, the backend parameter is not used for anything except for checking whether we should use Matplotlib or not; if backend != 'matplotlib', we simply use _get_3d_backend() to retrieve the backend to use. This means that e.g.if you have PyVista installed, passing backend='mayavi' will still use the pyvista backend.
https://github.com/mne-tools/mne-python/blob/6f16c3771d79dda19b5ff0a058396f468a3e57f6/mne/viz/_3d.py#L1751-L1762
Expected results

backend should be allowed to be 'pyvista' as well
the value of backend should be honored

Additional information
Also wondering if the backend param should be deprecated or changed. Maybe it could only support matplotlib and 3d or so, and 3d would select the default 3D backend?
Or we deprecate it and if we cannot detect a valid 3D backend, we fall back to Matplotlib. (We already kind of do that, if I'm reading the code correctly)
cc @GuillaumeFavelier

Good catch @hoechenberger !

Or we deprecate it and if we cannot detect a valid 3D backend, we fall back to Matplotlib.

+1 for checking if any 3d backend is available and use matplotlib as fallback.
We already have set_3d_backend() and use_3d_backend() to set mayavi as backend so in my opinion this is redundant.

What do you think @agramfort, @larsoner ?

agreed !

Ok so:

we deprecate the backend param
use Matplotlib only if we cannot retrieve a valid 3D backend

Is that what we want? Are there maybe use cases where one does have a working 3D backend but might want to use MPL anyway? (for love of pixelated graphics or some other fetish :))

+100 to get rid of the matplotlib backend altogether and tell people to use nilearn's surface plotting and show how to do it in plot_visualize_stc if they want to use matplotlib

not too fast.
what I have seen in the past is:

students with a broken mayavi (core dump on import). Passing matplotlib
as explicit backend fixed it. Otherwise mne would crash.
when I teach intro to mne for young grad students I tell them install
numpy, scipy and matplotlib. It's all they need to get started and do
things. I cannot tell them to install a conda env at the beginning of my
class.

why not the nilearn option (I never used it myself) but I must be certain
it just works like the matplotlib version. It should work on google collab
too as it's what most students use on hands on session with master students.

Yes I would also like us to be careful about removing MPL support. It's a great fallback to have when we're using the MNE Study Template on a remote server without X11.

indeed we use it in the study template. So let's not break this.

why not the nilearn option (I never used it myself) but I must be certain it just works like the matplotlib version.

If we're going to keep it, we should probably make sure it actually works, and add it to some examples like we do for the rest of our code. I would be surprised if all combinations of transparent, lims, pos_lims, surface, etc. work correctly for the matplotlib backend like they do for the 3D one(s). In other words, I'm worried that the matplotlib version "works" in the sense that it gives an output, but that output is sometimes incorrect because that code has been as far as I've seen mostly unchanged for years (despite improvements and fixes to our STC code for the 3D backends).

...and I think moving to nilearn hopefully would put some of the "make sure it works" burden onto the nilearn folks rather than us -- hence the motivation for at least using their stuff under the hood. But if adding nilearn as a dependency to get plotting is too much (it's not just NumPy/SciPy/matplotlib) then we should probably take on the maintenance burden.

Let's put it another way:
I really don't care WHAT the backend is, as long as I can use it to create a basic STC plot even if I'm not on a machine with 3D support. If we can find a solution for that, I'm good!

nilearn is easy to install so it's a possibility I can endorse but I need
to make sure it works smoothly, typically in google collab
I hear that options may be ignored with matplotlib but with default
parameters it works

@larsoner

+100 to get rid of the matplotlib backend altogether and tell people to use nilearn's surface plotting and show how to do it in plot_visualize_stc if they want to use matplotlib

We should not only provide an example but it should be as convenient to use as the current MPL backend, IMHO, even if only a small set of the functionality we offer for 3D backends is supported.
But to move forward for now, we should merge #8395, as it fixes two bugs :)

I see that this is a closed discussion but I want to chime in with an unpopular opinion that it would be nice to have matplotlib backend but as it stands currently, it's pretty broken. I don't think you can add labels, plot foci etc. 3D viz installation is still a pain as my recent adventures indicate. What's the effort needed to revamp/improve the backend? Alternatively, if the backend is ditched, can we improve the installation process. I am dreaming of 3D viz with pip installs :)

What's the effort needed to revamp/improve the backend?

I don't think the matplotlib backend can ever be anywhere near feature-complete compared to Brain -- matplotlib isn't really designed to do 3D plotting on this scale. We can keep hacking together bits (foci for example are probably easy as scatter3d) but ultimately it's not going to provide a very satisfying or usable (let alone visually appealing) experience. To me it's what you use if you need something very basic and can't use Brain.
To me it's probably worth putting effort into figuring out how to get CPU-based rendering using Mesa OpenGL software rendering on any system whose OpenGL isn't good enough to render 3D properly. Then we can rely on VTK + Brain to do everything. And if this works hopefully we can just kill the matplotlib backend someday. I've hacked together solutions like this on other systems so in principle I think it's possible. I've also seen some conda-forge stuff involving osmesa but I don't know the details -- if we could tell people they could install an osmesa variant of VTK rather than the standard one, that might automagically make Brain work for people.

It's not broken it's partial. I pushed for this to have a solution for
master students while teaching
and as a fall back when mayavi was really impossible to install / use.
Serious work publication
oriented cannot be done with matplotlib backend


imported functions don't work on a single line if statement in development mode

Bug report

What is the current behavior?
If a function is imported using an import statement and called on a single line if statement the function gets called even though the statement evaluates to false. This only occurs in development mode. A semicolon is being inserted before the imported function where it shouldn't:
__webpack_require__.r(__webpack_exports__);
/* harmony import */ var _importedFunction__WEBPACK_IMPORTED_MODULE_0__ = __webpack_require__(/*! ./importedFunction */ "./src/importedFunction.js");
;

const testValue = 'whatup'
if (testValue != 'whatup') ;(0,_importedFunction__WEBPACK_IMPORTED_MODULE_0__.default)()
console.log('Test Ended')

If the current behavior is a bug, please provide the steps to reproduce.
https://github.com/sebovzeoueb/webpack-5-import-bug

clone this repository and run npx webpack
open up dist/index.html and notice that the console logs "Imported Function" even though the if statement on line 4 of src/index.js should prevent that.

What is the expected behavior?
A semicolon is not inserted before the imported function in development mode. This used to be the case in previous versions of webpack.

Other relevant information:
webpack version:  5.4.0
Node.js version: 12.18.3
Operating System: Windows 10 Professional

fixed in #12007


bug(MatDialog): Blocked aria-hidden error when hasBackdrop is false

Description
I am launching a dialog that has a MatDialogConfig property of hasBackdrop = false. Doing so seems to still attach a aria-hidden="true" property to DOM elements that are siblings to the cdk overlay container. This in turn seems to cause a console error of "Blocked aria-hidden on..." when interacting with DOM elements that live underneath one of those sibling elements while the dialog is open. The console error seems to be intermittent.
Reproduction
stackblitz link: https://stackblitz.com/edit/ue8xe5

launch dialog
while dialog is open click into the text box
console error should appear (can be intermittent)

Expected Behavior
I wouldn't expect the console error to occur
Actual Behavior
Console error occurs:
Blocked aria-hidden on a  element because the element that just received focus must not be hidden from assistive technology users. Avoid using aria-hidden on a focused element or its ancestor. Consider using the inert attribute instead, which will also prevent focus. For more details, see the aria-hidden section of the WAI-ARIA specification at https://w3c.github.io/aria/#aria-hidden.
Environment

Angular: 18.0.1
CDK/Material: 18.1.4
Browser(s): Chrome
Operating System (e.g. Windows, macOS, Ubuntu): Windows

The fix here is to set inert in addition to aria-hidden. I was trying something similar a while ago in #25666, but I wasn't able to land it. Things could have changed since then though.

Helloo! can i be assigned this task :)


would you provide some runnable example for quick evaluatioon at least?

I knew it is academic . not commercial

All of the yaml files are runnable examples.


Misc fixes to ADVI

Support scalars in log_abs_det_jacobian
Directly use scale_tril argument to MultivariateNormal
Fix shaping issues with StickBreakingTransform
Return a dict mapping sample site name -> value from the advi.guide(). This is free to compute and often useful.

Tested

unmarked lots of tests that were previously xfailing
added a test with Dirichlet; it passes the shape part but xfails for another reason (possible bug in stick breaking jacobian)

I'm hoping the ADVI interface will settle down before 0.2.0 release. If it is still in flux we may move it temporarily to pyro.contrib and move it back to core in the 0.2.1 release.


vendor latest containers/{buildah,image}

Due to code dependencies, both need to be vendored simultaneously.
The new changes mostly relate to caching and are a first step towards
faster pulls.
Signed-off-by: Valentin Rothberg<EMAIL_ADDRESS>

# github.com/containers/libpod/test/bin2img
test/bin2img/bin2img.go:159:28: not enough arguments in call to img.PutBlob
	have (context.Context, *bytes.Buffer, types.BlobInfo, bool)
	want (context.Context, io.Reader, types.BlobInfo, types.BlobInfoCache, bool)
test/bin2img/bin2img.go:187:32: not enough arguments in call to img.PutBlob
	have (context.Context, *bytes.Buffer, types.BlobInfo, bool)
	want (context.Context, io.Reader, types.BlobInfo, types.BlobInfoCache, bool)

Do we still need this tool? It looks an ancient relict but I am not 100% sure. @rhatdan ?

I updated bin2img now. The rebase issue was odd as I force pushed without changing the base. Not sure if it's in my setup or if GitHub is going wild. It happened twice today but never before.

Closing. Sorry for the noise. I used a wrong base commit. Everything's in order now.


How to calculate the bytes size of a transaction?

I want to calculate the net usage before broadcasting the transaction, can I do that with tronweb?
I have found that there is a getRowBytesFromTransactionBase64 function in src/utils/crypto.js, is it the solution? If so, how can I convert a transaction into base64 format?
Thanks a lot!

Hello, could you please provide an example of how this can be achieved with TronWeb/TronStationSDK?


Provide API data models in JSON schema format

Outputting this as a JSON schema would be helpful for promoting the data model as a "standard" beyond just the input format for BioSimulators.

[ ] Use this package https://www.npmjs.com/package/@openapi-contrib/openapi-schema-to-json-schema to generate JSON schema file from OpenAPI spec.

Save the file to biosimulations/libs/shared/assets/src/assets/.
Implement as dev tool in `biosimulations/tools"

[ ] Add execution of this tool to CI workflow

Generate JSON schema file
Commit and push to repo

[ ] Add links to schema to documentation
biosimulations/apps/simulators/src/app/standards/simulator-specs/simulator-specs.component.html

I worked out a simpler way to do this.

I worked out a simpler way to do this.

Still todo

Provide schema for CombineArchiveLog in JSON schema format. Basically, there's just a little code that needs to be commented out in apps/dispatch-api/src/app/main.ts

Still todo

Provide schema for CombineArchiveLog in JSON schema format. Basically, there's just a little code that needs to be commented out in apps/dispatch-api/src/app/main.ts

Done in #2267


Sidebar active state is not working on edit pages.

It works only on the main pages. Edit pages are not recognized.

Can this be closed

Fixed. Rushan confirms/


Rise panel info map highlighting

panel setup
countries/communities served highlighting when clicked
data structure for stakeholders in types.ts

@R1SE23 Hello, there might be some conflcits that you have to resolve before this can be merged related to changes on the App.
Also, it seems that with the zoom change in #24, you can't really scroll on the left panel anymore. Is there a way to bypass that?
Also, since we're using tailwind, we'll likely want to switch to those instead of using standard CSS. I can help convert those in this PR!

Also, I didn't realize how bad the variable names would be with spaces. I think maybe we should pivot towards using camel case on the Sheet so we don't have to dictionary index them every time.
I've created a new view with the variable names here: https://docs.google.com/spreadsheets/d/1TI0WNrGsTKC_lZPXhcwxK4fHsc2-A88GysVtidI75z0/edit?pli=1#gid=2044481630

@R1SE23 I updated the css to use tailwind instead (lost some styling, but I think we'll have to restyle that section anyways). I'll let you merge in or make any final changes you'd like!


[Issue] Spawning prefab from plugin

I tried spawning a prefab at the start of the game, it appears but when I exit game mode it is still in the world and not visible in the world inspector.
v0.5.0-beta2
My code
// MIT License
//
// Copyright (c) 2023 Missing Deadlines (Benjamin Wrensch)
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to deal
// in the Software without restriction, including without limitation the rights
// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
// copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
 IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
// SOFTWARE.

// STL
#include <stdio.h>
#include <string.h>

// API
#include "iolite_api.h"

// Interfaces we use
//----------------------------------------------------------------------------//
const io_api_manager_i *io_api_manager;
const io_logging_i *io_logging;
const io_world_i *io_world;

// Interfaces we provide
//----------------------------------------------------------------------------//
io_user_task_i io_user_task;

void on_activate()
{
  // Spawn a prefab
  io_logging->log_info("Spawning prefab...");
  io_world->spawn_prefab("forest_ground");
}

//----------------------------------------------------------------------------//
IO_API_EXPORT io_uint32_t IO_API_CALL get_api_version()
{
  return IO_API_VERSION;
}

//----------------------------------------------------------------------------//
IO_API_EXPORT int IO_API_CALL load_plugin(const void *api_manager)
{
  io_api_manager = (io_api_manager_i const *)api_manager;

  // Retrieve required interfaces
  io_logging = (io_logging_i *)(io_api_manager->find_first(IO_LOGGING_API_NAME));
  io_world = (io_world_i *)(io_api_manager->find_first(IO_WORLD_API_NAME));

  // Set up and register user task
  memset(&io_user_task, 0, sizeof(io_user_task));
  io_user_task.on_activate = on_activate;
  io_api_manager->register_api(IO_USER_TASK_API_NAME, &io_user_task);

  return 0;
}

//----------------------------------------------------------------------------//
IO_API_EXPORT void IO_API_CALL unload_plugin()
{
  // Unregister our user task
  io_api_manager->unregister_api(&io_user_task);
}

@Domix14 Nodes spawned in the game mode are marked as “spawned” and are hidden by default in the World Inspector. You can use the settings hidden behind the cog symbol in the inspector to make them appear.
The world should be restored to its initial state, though, if you have not explicitly turned off this behavior via the main menu bar.
Was this the case?

Yeah... my mistake. I must have turned it on by accident.

I think there is still is a bug.
If you enter game mode multiple times, and then try to restore the world state, spawned prefabs will pop up in world inspector, even with disabled option 'Show spawned node'.


OADP-2747: Re-enable DataMover E2E tests

Update DataMover E2E tests to run against Velero builtin DataMover.
How to test
Read Testing documentation and run make test-e2e. Check if DataMover was invoked (DataUploads and DataDownloads instances were created).

/override ci/prow/4.10-operator-e2e-aws

+1 from me.. will review more soon

/lgtm Thanks @mateusoliveira43


chore(test): switch to karma-webpack, make karma.conf typescript

In part to address #62, I've made these changes to the test configuration:

Switch from requirejs to webpack
I believe this offers a more streamlined approach and make it easier to add unit and integration tests for components in the future
Convert karma.conf.js to typescript
Have more information when working with the configuration, removes the need for comments to describe what each option does
Add test coverage reporting
Output goes to /coverage folder and gives an accurate view of the code coverage of each tested component, making it easier to "figure out what tests to write"

I think overall this simplifies the test setup and speeds up the test runner as well.

It seems like components would still be developed whilst having the entire repository open in the editor. This means that they can reuse some of the testing infrastructure that sits in the root, and they don't need a full-blown copy of the configs.
I see some alternative ways to do this but ultimately it's a trade-off between component autonomy and code duplication. I simply picked an approach that feels like a fair balance between the two, but it could be changed towards either direction still.
Settings up the tests with the correct karma/webpack/typescript configuration and some reuse was fairly straightforward. However the type checks have been giving me problems from start to finish - lerna run build wouldn't even work before I made any changes. The tests themselves work, but the components won't quite load/build. Only core seems to "work"?

I think some of the builds may be broken on the master branch. It might not be your code at all, I am not sure which commit caused the break so I need to look more into that.

Yeah it's definitely the build and I know what's causing it. Some files were added in this commit by @bigopon but the dist are not yet updated to include those additions. You can see for example core/components/link-property.ts but there's no corresponding dist/[output]/components/link-property.js/.d.ts. Other components have started using them, and lerna sets up references to the dist folders and as such they cannot be resolved.
I'm not entirely sure how lerna works, but I'd say it should either be running the builds in the correct order (and there must be no circular dependencies) so that the latest stuff is always referenced, or it needs to setup references to the sources rather than the dist folders. Either that, or there need to be intermediary dist commits when stuff is added so lerna can grab those.


[NVIDIA TF] Enable BF16 AddN op

Adds GPU BF16 kernel and tests for AddN op.
The test currently passes but issues the following warning because there is no GPU BF16 Mul kernel. The warning should go away when Mul is added back. @reedwm do you know why https://github.com/tensorflow/tensorflow/commit/8c3ec1f6ef83d557aaffe77efafbd48187a04302 was reverted?
2022-11-03 19:51:06.774860: W tensorflow/core/grappler/utils/graph_view.cc:836] No registered 'Mul' OpKernel for GPU devices compatible with node {{node ArithmeticOptimizer/SimplifyAggregation_Mul_AddN_62}}
         (OpKernel was found, but attributes didn't match) Requested Attributes: T=DT_BFLOAT16, _device="/job:localhost/replica:0/task:0/device:GPU:0"

Unfortunately I didn't see this PR and submitted a change that adds BF16 to AddN shortly after you created this PR: bf75d55d5a902a01585dd2948ea7f443511fc923. This commit is effectively the rollforward of 8c3ec1f6ef83d557aaffe77efafbd48187a04302, but also adds other ops like AddN to avoid issues like the one you noted in the PR description. Very sorry about this!
I don't plan on adding more bf16 kernels myself. I just added those to fix an issue described in the commit message of 8c3ec1f6ef83d557aaffe77efafbd48187a04302. So I don't think we'll run into these problems of duplicated work anymore.

No worries at all, thanks @reedwm!


Dependencies for csprojects not available ⚠, where to clone PMAPI to in relation to needed dependencies?

None of the dependencies for the projects are set up as is so I take it they have to be manually added, is that intentional? If so you may want to add instructions on where and how to get the project to recognize the locations of the Assemblies, unless you intend on a special location for the repository inside of the game directory or rather MelonLoader so it can find them. I have to do the references by hand or there are build errors, and I just noticed this so I haven't gotten it to work yet. If I can find everything and get it to build the TestMod I'll let you know.

Install LATEST MelonLoader✅

Run it once✅

Create a system environment variable PRIMITIER_DIR and set it to your Primitier folder path✅

Clone the project and open it in visual studio✅

Try building TestMod to ensure that everything is working✅

Every system is demonstrated in TestMod so you can understand them✅

It's finding what it can in the steamapps/common/primitier folder. At least the env variable is passing that to it. I'm guessing I still have to supply the  locations of what returning on build:
Errors

Severity	Code	Description	Project	File	Line	Suppression State
Error	CS0246	The type or namespace name 'Substance' could not be found (are you missing a using directive or an assembly reference?)	PMAPI	D:\Games\PMAPI\PMAPI\CustomSubstances\CustomSubstanceManager.cs	68	Active
Error	CS0246	The type or namespace name 'SubstanceParameters' could not be found (are you missing a using directive or an assembly reference?)	PMAPI	D:\Games\PMAPI\PMAPI\CustomSubstances\CustomSubstanceManager.cs	24	Active
Error	CS0246	The type or namespace name 'SubstanceParameters' could not be found (are you missing a using directive or an assembly reference?)	PMAPI	D:\Games\PMAPI\PMAPI\CustomSubstances\CustomSubstanceManager.cs	26	Active
Error	CS0246	The type or namespace name 'SubstanceParameters' could not be found (are you missing a using directive or an assembly reference?)	PMAPI	D:\Games\PMAPI\PMAPI\CustomSubstances\CustomSubstanceManager.cs	37	Active
Error	CS0246	The type or namespace name 'SubstanceParameters' could not be found (are you missing a using directive or an assembly reference?)	PMAPI	D:\Games\PMAPI\PMAPI\Patches\SubstanceManagerGetParameterPatch.cs	15	Active
Error	CS0246	The type or namespace name 'SubstanceManager' could not be found (are you missing a using directive or an assembly reference?)	PMAPI	D:\Games\PMAPI\PMAPI\Patches\SubstanceManagerGetMaterialPatch.cs	13	Active
Error	CS0246	The type or namespace name 'SubstanceManager' could not be found (are you missing a using directive or an assembly reference?)	PMAPI	D:\Games\PMAPI\PMAPI\Patches\SubstanceManagerGetParameterPatch.cs	12	Active
Error	CS0246	The type or namespace name 'Substance' could not be found (are you missing a using directive or an assembly reference?)	PMAPI	D:\Games\PMAPI\PMAPI\CustomOreManager.cs	20	Active
Error	CS0246	The type or namespace name 'Substance' could not be found (are you missing a using directive or an assembly reference?)	PMAPI	D:\Games\PMAPI\PMAPI\CustomOreManager.cs	28	Active
Error	CS0246	The type or namespace name 'Substance' could not be found (are you missing a using directive or an assembly reference?)	PMAPI	D:\Games\PMAPI\PMAPI\CustomOreManager.cs	38	Active
Error	CS0246	The type or namespace name 'Substance' could not be found (are you missing a using directive or an assembly reference?)	PMAPI	D:\Games\PMAPI\PMAPI\CustomSubstances\CustomSubstanceManager.cs	24	Active
Error	CS0246	The type or namespace name 'Substance' could not be found (are you missing a using directive or an assembly reference?)	PMAPI	D:\Games\PMAPI\PMAPI\CustomSubstances\CustomSubstanceManager.cs	25	Active
Error	CS0246	The type or namespace name 'Substance' could not be found (are you missing a using directive or an assembly reference?)	PMAPI	D:\Games\PMAPI\PMAPI\CustomSubstances\CustomSubstanceManager.cs	37	Active
Error	CS0246	The type or namespace name 'Substance' could not be found (are you missing a using directive or an assembly reference?)	PMAPI	D:\Games\PMAPI\PMAPI\CustomSubstances\CustomSubstanceManager.cs	70	Active
Error	CS0246	The type or namespace name 'Substance' could not be found (are you missing a using directive or an assembly reference?)	PMAPI	D:\Games\PMAPI\PMAPI\CustomSubstances\EIDManager.cs	14	Active
Error	CS0246	The type or namespace name 'Substance' could not be found (are you missing a using directive or an assembly reference?)	PMAPI	D:\Games\PMAPI\PMAPI\Patches\CubeGeneratorPatches.cs	50	Active
Error	CS0246	The type or namespace name 'Substance' could not be found (are you missing a using directive or an assembly reference?)	PMAPI	D:\Games\PMAPI\PMAPI\Patches\SubstanceManagerGetParameterPatch.cs	15	Active
Error	CS0246	The type or namespace name 'SaveAndLoad' could not be found (are you missing a using directive or an assembly reference?)	PMAPI	D:\Games\PMAPI\PMAPI\CustomSubstances\EIDManager.cs	16	Active
Error	CS0246	The type or namespace name 'SaveAndLoad' could not be found (are you missing a using directive or an assembly reference?)	PMAPI	D:\Games\PMAPI\PMAPI\CustomSubstances\EIDManager.cs	68	Active
Error	CS0246	The type or namespace name 'SaveAndLoad' could not be found (are you missing a using directive or an assembly reference?)	PMAPI	D:\Games\PMAPI\PMAPI\Patches\CubeGeneratorPatches.cs	17	Active
Error	CS0246	The type or namespace name 'SaveAndLoad' could not be found (are you missing a using directive or an assembly reference?)	PMAPI	D:\Games\PMAPI\PMAPI\Patches\SaveAndLoadPatches.cs	16	Active
Error	CS0246	The type or namespace name 'SaveAndLoad' could not be found (are you missing a using directive or an assembly reference?)	PMAPI	D:\Games\PMAPI\PMAPI\Patches\SaveAndLoadPatches.cs	48	Active
Error	CS0246	The type or namespace name 'MonoBehaviour' could not be found (are you missing a using directive or an assembly reference?)	PMAPI	D:\Games\PMAPI\PMAPI\CustomSubstances\CustomSaveManager.cs	19	Active
Error	CS0246	The type or namespace name 'MonoBehaviour' could not be found (are you missing a using directive or an assembly reference?)	PMAPI	D:\Games\PMAPI\PMAPI\CustomSubstances\CustomSaveManager.cs	30	Active
Error	CS0246	The type or namespace name 'Material' could not be found (are you missing a using directive or an assembly reference?)	PMAPI	D:\Games\PMAPI\PMAPI\CustomSubstances\CustomMaterialManager.cs	19	Active
Error	CS0246	The type or namespace name 'Material' could not be found (are you missing a using directive or an assembly reference?)	PMAPI	D:\Games\PMAPI\PMAPI\CustomSubstances\CustomMaterialManager.cs	25	Active
Error	CS0246	The type or namespace name 'Material' could not be found (are you missing a using directive or an assembly reference?)	PMAPI	D:\Games\PMAPI\PMAPI\Patches\SubstanceManagerGetMaterialPatch.cs	16	Active
Error	CS0246	The type or namespace name 'Localizer' could not be found (are you missing a using directive or an assembly reference?)	PMAPI	D:\Games\PMAPI\PMAPI\Patches\LocalizerOnLocaleChangedPatch.cs	11	Active
Error	CS0246	The type or namespace name 'LoadingSequence' could not be found (are you missing a using directive or an assembly reference?)	PMAPI	D:\Games\PMAPI\PMAPI\Patches\LoadingSequencePatches.cs	12	Active
Error	CS0246	The type or namespace name 'Il2CppSystem' could not be found (are you missing a using directive or an assembly reference?)	PMAPI	D:\Games\PMAPI\PMAPI\Patches\SaveAndLoadPatches.cs	3	Active
Error	CS0246	The type or namespace name 'Il2Cpp' could not be found (are you missing a using directive or an assembly reference?)	PMAPI	D:\Games\PMAPI\PMAPI\CustomLocalizer.cs	1	Active
Error	CS0246	The type or namespace name 'Il2Cpp' could not be found (are you missing a using directive or an assembly reference?)	PMAPI	D:\Games\PMAPI\PMAPI\CustomOreManager.cs	1	Active
Error	CS0246	The type or namespace name 'Il2Cpp' could not be found (are you missing a using directive or an assembly reference?)	PMAPI	D:\Games\PMAPI\PMAPI\CustomSubstances\CustomMaterialManager.cs	1	Active
Error	CS0246	The type or namespace name 'Il2Cpp' could not be found (are you missing a using directive or an assembly reference?)	PMAPI	D:\Games\PMAPI\PMAPI\CustomSubstances\CustomSaveManager.cs	1	Active
Error	CS0246	The type or namespace name 'Il2Cpp' could not be found (are you missing a using directive or an assembly reference?)	PMAPI	D:\Games\PMAPI\PMAPI\CustomSubstances\CustomSubstanceManager.cs	1	Active
Error	CS0246	The type or namespace name 'Il2Cpp' could not be found (are you missing a using directive or an assembly reference?)	PMAPI	D:\Games\PMAPI\PMAPI\CustomSubstances\EIDManager.cs	2	Active
Error	CS0246	The type or namespace name 'Il2Cpp' could not be found (are you missing a using directive or an assembly reference?)	PMAPI	D:\Games\PMAPI\PMAPI\EntryPoint.cs	1	Active
Error	CS0246	The type or namespace name 'Il2Cpp' could not be found (are you missing a using directive or an assembly reference?)	PMAPI	D:\Games\PMAPI\PMAPI\Patches\BlueprintCoroutinePatches.cs	2	Active
Error	CS0246	The type or namespace name 'Il2Cpp' could not be found (are you missing a using directive or an assembly reference?)	PMAPI	D:\Games\PMAPI\PMAPI\Patches\CubeBasePatches.cs	2	Active
Error	CS0246	The type or namespace name 'Il2Cpp' could not be found (are you missing a using directive or an assembly reference?)	PMAPI	D:\Games\PMAPI\PMAPI\Patches\CubeGeneratorPatches.cs	2	Active
Error	CS0246	The type or namespace name 'Il2Cpp' could not be found (are you missing a using directive or an assembly reference?)	PMAPI	D:\Games\PMAPI\PMAPI\Patches\LoadingSequencePatches.cs	2	Active
Error	CS0246	The type or namespace name 'Il2Cpp' could not be found (are you missing a using directive or an assembly reference?)	PMAPI	D:\Games\PMAPI\PMAPI\Patches\LocalizerOnLocaleChangedPatch.cs	2	Active
Error	CS0246	The type or namespace name 'Il2Cpp' could not be found (are you missing a using directive or an assembly reference?)	PMAPI	D:\Games\PMAPI\PMAPI\Patches\SaveAndLoadPatches.cs	2	Active
Error	CS0246	The type or namespace name 'Il2Cpp' could not be found (are you missing a using directive or an assembly reference?)	PMAPI	D:\Games\PMAPI\PMAPI\Patches\SubstanceManagerGetMaterialPatch.cs	7	Active
Error	CS0246	The type or namespace name 'Il2Cpp' could not be found (are you missing a using directive or an assembly reference?)	PMAPI	D:\Games\PMAPI\PMAPI\Patches\SubstanceManagerGetParameterPatch.cs	7	Active
Error	CS0246	The type or namespace name 'CubeGenerator' could not be found (are you missing a using directive or an assembly reference?)	PMAPI	D:\Games\PMAPI\PMAPI\Patches\CubeGeneratorPatches.cs	14	Active
Error	CS0246	The type or namespace name 'CubeGenerator' could not be found (are you missing a using directive or an assembly reference?)	PMAPI	D:\Games\PMAPI\PMAPI\Patches\CubeGeneratorPatches.cs	35	Active
Error	CS0246	The type or namespace name 'CubeGenerator' could not be found (are you missing a using directive or an assembly reference?)	PMAPI	D:\Games\PMAPI\PMAPI\Patches\CubeGeneratorPatches.cs	47	Active
Error	CS0246	The type or namespace name 'CubeBase' could not be found (are you missing a using directive or an assembly reference?)	PMAPI	D:\Games\PMAPI\PMAPI\CustomSubstances\CustomSaveManager.cs	31	Active
Error	CS0246	The type or namespace name 'CubeBase' could not be found (are you missing a using directive or an assembly reference?)	PMAPI	D:\Games\PMAPI\PMAPI\CustomSubstances\CustomSubstanceManager.cs	91	Active
Error	CS0246	The type or namespace name 'CubeBase' could not be found (are you missing a using directive or an assembly reference?)	PMAPI	D:\Games\PMAPI\PMAPI\Patches\CubeBasePatches.cs	11	Active
Error	CS0246	The type or namespace name 'CubeBase' could not be found (are you missing a using directive or an assembly reference?)	PMAPI	D:\Games\PMAPI\PMAPI\Patches\CubeBasePatches.cs	14	Active
Error	CS0246	The type or namespace name 'CubeBase' could not be found (are you missing a using directive or an assembly reference?)	PMAPI	D:\Games\PMAPI\PMAPI\Patches\CubeBasePatches.cs	24	Active
Error	CS0246	The type or namespace name 'CubeBase' could not be found (are you missing a using directive or an assembly reference?)	PMAPI	D:\Games\PMAPI\PMAPI\Patches\CubeBasePatches.cs	27	Active
Error	CS0246	The type or namespace name 'Component' could not be found (are you missing a using directive or an assembly reference?)	PMAPI	D:\Games\PMAPI\PMAPI\CustomSubstances\CustomSubstanceManager.cs	91	Active
Error	CS0246	The type or namespace name 'Blueprint' could not be found (are you missing a using directive or an assembly reference?)	PMAPI	D:\Games\PMAPI\PMAPI\CustomSubstances\EIDManager.cs	43	Active
Error	CS0246	The type or namespace name 'Blueprint' could not be found (are you missing a using directive or an assembly reference?)	PMAPI	D:\Games\PMAPI\PMAPI\CustomSubstances\EIDManager.cs	87	Active
Error	CS0246	The type or namespace name 'Blueprint' could not be found (are you missing a using directive or an assembly reference?)	PMAPI	D:\Games\PMAPI\PMAPI\Patches\BlueprintCoroutinePatches.cs	11	Active
Error	CS0246	The type or namespace name 'Blueprint' could not be found (are you missing a using directive or an assembly reference?)	PMAPI	D:\Games\PMAPI\PMAPI\Patches\BlueprintCoroutinePatches.cs	20	Active
Error	CS0103	The name 'SubstanceManager' does not exist in the current context	PMAPI	D:\Games\PMAPI\PMAPI\Patches\SubstanceManagerGetMaterialPatch.cs	13	Active
Error	CS0103	The name 'SubstanceManager' does not exist in the current context	PMAPI	D:\Games\PMAPI\PMAPI\Patches\SubstanceManagerGetParameterPatch.cs	12	Active
Error	CS0103	The name 'SaveAndLoad' does not exist in the current context	PMAPI	D:\Games\PMAPI\PMAPI\Patches\SaveAndLoadPatches.cs	16	Active
Error	CS0103	The name 'SaveAndLoad' does not exist in the current context	PMAPI	D:\Games\PMAPI\PMAPI\Patches\SaveAndLoadPatches.cs	48	Active
Error	CS0103	The name 'Localizer' does not exist in the current context	PMAPI	D:\Games\PMAPI\PMAPI\Patches\LocalizerOnLocaleChangedPatch.cs	11	Active
Error	CS0103	The name 'LoadingSequence' does not exist in the current context	PMAPI	D:\Games\PMAPI\PMAPI\Patches\LoadingSequencePatches.cs	12	Active
Error	CS0103	The name 'CubeGenerator' does not exist in the current context	PMAPI	D:\Games\PMAPI\PMAPI\Patches\CubeGeneratorPatches.cs	14	Active
Error	CS0103	The name 'CubeGenerator' does not exist in the current context	PMAPI	D:\Games\PMAPI\PMAPI\Patches\CubeGeneratorPatches.cs	35	Active
Error	CS0103	The name 'CubeGenerator' does not exist in the current context	PMAPI	D:\Games\PMAPI\PMAPI\Patches\CubeGeneratorPatches.cs	47	Active
Error	CS0103	The name 'CubeBase' does not exist in the current context	PMAPI	D:\Games\PMAPI\PMAPI\Patches\CubeBasePatches.cs	11	Active
Error	CS0103	The name 'CubeBase' does not exist in the current context	PMAPI	D:\Games\PMAPI\PMAPI\Patches\CubeBasePatches.cs	24	Active
Error	CS0103	The name 'Blueprint' does not exist in the current context	PMAPI	D:\Games\PMAPI\PMAPI\Patches\BlueprintCoroutinePatches.cs	11	Active
Error	CS0103	The name 'Blueprint' does not exist in the current context	PMAPI	D:\Games\PMAPI\PMAPI\Patches\BlueprintCoroutinePatches.cs	20	Active
Error	NU1201	Project PMAPI is not compatible with net6.0 (.NETCoreApp,Version=v6.0). Project PMAPI supports: net6.0-windows7.0 (.NETCoreApp,Version=v6.0)	TestMod	D:\Games\PMAPI\TestMod\TestMod.csproj	1
Error		Project '..\PMAPI\PMAPI.csproj' targets 'net6.0-windows'. It cannot be referenced by a project that targets '.NETCoreApp,Version=v6.0'.	TestMod	C:\Program Files\Microsoft Visual Studio\2022\Community\MSBuild\Current\Bin\amd64\Microsoft.Common.CurrentVersion.targets	1830

I'll try cloning the PMAPI into the game folder.
Follow up: That really didn't help but changed the errors on build:
New Errors:

Severity	Code	Description	Project	File	Line	Suppression State
Error	CS0246	The type or namespace name 'UnityEngine' could not be found (are you missing a using directive or an assembly reference?)	PMAPI	D:\Games\steam extra\steamapps\common\Primitier\PMAPI\PMAPI\Patches\SaveAndLoadPatches.cs	12	Active
Error	CS0246	The type or namespace name 'UnityEngine' could not be found (are you missing a using directive or an assembly reference?)	PMAPI	D:\Games\steam extra\steamapps\common\Primitier\PMAPI\PMAPI\CustomSubstances\CustomMaterialManager.cs	7	Active
Error	CS0246	The type or namespace name 'UnityEngine' could not be found (are you missing a using directive or an assembly reference?)	PMAPI	D:\Games\steam extra\steamapps\common\Primitier\PMAPI\PMAPI\CustomSubstances\CustomSaveManager.cs	7	Active
Error	CS0246	The type or namespace name 'UnityEngine' could not be found (are you missing a using directive or an assembly reference?)	PMAPI	D:\Games\steam extra\steamapps\common\Primitier\PMAPI\PMAPI\CustomSubstances\CustomSubstanceManager.cs	10	Active
Error	CS0246	The type or namespace name 'UnityEngine' could not be found (are you missing a using directive or an assembly reference?)	PMAPI	D:\Games\steam extra\steamapps\common\Primitier\PMAPI\PMAPI\Patches\CubeGeneratorPatches.cs	10	Active
Error	CS0246	The type or namespace name 'UnityEngine' could not be found (are you missing a using directive or an assembly reference?)	PMAPI	D:\Games\steam extra\steamapps\common\Primitier\PMAPI\PMAPI\Patches\SubstanceManagerGetMaterialPatch.cs	9	Active
Error	CS0246	The type or namespace name 'SubstanceParameters' could not be found (are you missing a using directive or an assembly reference?)	PMAPI	D:\Games\steam extra\steamapps\common\Primitier\PMAPI\PMAPI\CustomSubstances\CustomSubstanceManager.cs	24	Active
Error	CS0246	The type or namespace name 'SubstanceParameters' could not be found (are you missing a using directive or an assembly reference?)	PMAPI	D:\Games\steam extra\steamapps\common\Primitier\PMAPI\PMAPI\CustomSubstances\CustomSubstanceManager.cs	26	Active
Error	CS0246	The type or namespace name 'SubstanceParameters' could not be found (are you missing a using directive or an assembly reference?)	PMAPI	D:\Games\steam extra\steamapps\common\Primitier\PMAPI\PMAPI\CustomSubstances\CustomSubstanceManager.cs	37	Active
Error	CS0246	The type or namespace name 'SubstanceParameters' could not be found (are you missing a using directive or an assembly reference?)	PMAPI	D:\Games\steam extra\steamapps\common\Primitier\PMAPI\PMAPI\Patches\SubstanceManagerGetParameterPatch.cs	15	Active
Error	CS0246	The type or namespace name 'SubstanceManager' could not be found (are you missing a using directive or an assembly reference?)	PMAPI	D:\Games\steam extra\steamapps\common\Primitier\PMAPI\PMAPI\Patches\SubstanceManagerGetMaterialPatch.cs	13	Active
Error	CS0246	The type or namespace name 'SubstanceManager' could not be found (are you missing a using directive or an assembly reference?)	PMAPI	D:\Games\steam extra\steamapps\common\Primitier\PMAPI\PMAPI\Patches\SubstanceManagerGetParameterPatch.cs	12	Active
Error	CS0246	The type or namespace name 'Substance' could not be found (are you missing a using directive or an assembly reference?)	PMAPI	D:\Games\steam extra\steamapps\common\Primitier\PMAPI\PMAPI\CustomOreManager.cs	20	Active
Error	CS0246	The type or namespace name 'Substance' could not be found (are you missing a using directive or an assembly reference?)	PMAPI	D:\Games\steam extra\steamapps\common\Primitier\PMAPI\PMAPI\CustomOreManager.cs	28	Active
Error	CS0246	The type or namespace name 'Substance' could not be found (are you missing a using directive or an assembly reference?)	PMAPI	D:\Games\steam extra\steamapps\common\Primitier\PMAPI\PMAPI\CustomOreManager.cs	38	Active
Error	CS0246	The type or namespace name 'Substance' could not be found (are you missing a using directive or an assembly reference?)	PMAPI	D:\Games\steam extra\steamapps\common\Primitier\PMAPI\PMAPI\CustomSubstances\CustomSubstanceManager.cs	24	Active
Error	CS0246	The type or namespace name 'Substance' could not be found (are you missing a using directive or an assembly reference?)	PMAPI	D:\Games\steam extra\steamapps\common\Primitier\PMAPI\PMAPI\CustomSubstances\CustomSubstanceManager.cs	25	Active
Error	CS0246	The type or namespace name 'Substance' could not be found (are you missing a using directive or an assembly reference?)	PMAPI	D:\Games\steam extra\steamapps\common\Primitier\PMAPI\PMAPI\CustomSubstances\CustomSubstanceManager.cs	37	Active
Error	CS0246	The type or namespace name 'Substance' could not be found (are you missing a using directive or an assembly reference?)	PMAPI	D:\Games\steam extra\steamapps\common\Primitier\PMAPI\PMAPI\CustomSubstances\CustomSubstanceManager.cs	68	Active
Error	CS0246	The type or namespace name 'Substance' could not be found (are you missing a using directive or an assembly reference?)	PMAPI	D:\Games\steam extra\steamapps\common\Primitier\PMAPI\PMAPI\CustomSubstances\CustomSubstanceManager.cs	70	Active
Error	CS0246	The type or namespace name 'Substance' could not be found (are you missing a using directive or an assembly reference?)	PMAPI	D:\Games\steam extra\steamapps\common\Primitier\PMAPI\PMAPI\CustomSubstances\EIDManager.cs	14	Active
Error	CS0246	The type or namespace name 'Substance' could not be found (are you missing a using directive or an assembly reference?)	PMAPI	D:\Games\steam extra\steamapps\common\Primitier\PMAPI\PMAPI\Patches\CubeGeneratorPatches.cs	50	Active
Error	CS0246	The type or namespace name 'Substance' could not be found (are you missing a using directive or an assembly reference?)	PMAPI	D:\Games\steam extra\steamapps\common\Primitier\PMAPI\PMAPI\Patches\SubstanceManagerGetParameterPatch.cs	15	Active
Error	CS0246	The type or namespace name 'SaveAndLoad' could not be found (are you missing a using directive or an assembly reference?)	PMAPI	D:\Games\steam extra\steamapps\common\Primitier\PMAPI\PMAPI\CustomSubstances\EIDManager.cs	16	Active
Error	CS0246	The type or namespace name 'SaveAndLoad' could not be found (are you missing a using directive or an assembly reference?)	PMAPI	D:\Games\steam extra\steamapps\common\Primitier\PMAPI\PMAPI\CustomSubstances\EIDManager.cs	68	Active
Error	CS0246	The type or namespace name 'SaveAndLoad' could not be found (are you missing a using directive or an assembly reference?)	PMAPI	D:\Games\steam extra\steamapps\common\Primitier\PMAPI\PMAPI\Patches\CubeGeneratorPatches.cs	17	Active
Error	CS0246	The type or namespace name 'SaveAndLoad' could not be found (are you missing a using directive or an assembly reference?)	PMAPI	D:\Games\steam extra\steamapps\common\Primitier\PMAPI\PMAPI\Patches\SaveAndLoadPatches.cs	16	Active
Error	CS0246	The type or namespace name 'SaveAndLoad' could not be found (are you missing a using directive or an assembly reference?)	PMAPI	D:\Games\steam extra\steamapps\common\Primitier\PMAPI\PMAPI\Patches\SaveAndLoadPatches.cs	48	Active
Error	CS0246	The type or namespace name 'MonoBehaviour' could not be found (are you missing a using directive or an assembly reference?)	PMAPI	D:\Games\steam extra\steamapps\common\Primitier\PMAPI\PMAPI\CustomSubstances\CustomSaveManager.cs	19	Active
Error	CS0246	The type or namespace name 'MonoBehaviour' could not be found (are you missing a using directive or an assembly reference?)	PMAPI	D:\Games\steam extra\steamapps\common\Primitier\PMAPI\PMAPI\CustomSubstances\CustomSaveManager.cs	30	Active
Error	CS0246	The type or namespace name 'Material' could not be found (are you missing a using directive or an assembly reference?)	PMAPI	D:\Games\steam extra\steamapps\common\Primitier\PMAPI\PMAPI\CustomSubstances\CustomMaterialManager.cs	19	Active
Error	CS0246	The type or namespace name 'Material' could not be found (are you missing a using directive or an assembly reference?)	PMAPI	D:\Games\steam extra\steamapps\common\Primitier\PMAPI\PMAPI\CustomSubstances\CustomMaterialManager.cs	25	Active
Error	CS0246	The type or namespace name 'Material' could not be found (are you missing a using directive or an assembly reference?)	PMAPI	D:\Games\steam extra\steamapps\common\Primitier\PMAPI\PMAPI\Patches\SubstanceManagerGetMaterialPatch.cs	16	Active
Error	CS0246	The type or namespace name 'Localizer' could not be found (are you missing a using directive or an assembly reference?)	PMAPI	D:\Games\steam extra\steamapps\common\Primitier\PMAPI\PMAPI\Patches\LocalizerOnLocaleChangedPatch.cs	11	Active
Error	CS0246	The type or namespace name 'LoadingSequence' could not be found (are you missing a using directive or an assembly reference?)	PMAPI	D:\Games\steam extra\steamapps\common\Primitier\PMAPI\PMAPI\Patches\LoadingSequencePatches.cs	12	Active
Error	CS0246	The type or namespace name 'Il2CppSystem' could not be found (are you missing a using directive or an assembly reference?)	PMAPI	D:\Games\steam extra\steamapps\common\Primitier\PMAPI\PMAPI\Patches\SaveAndLoadPatches.cs	3	Active
Error	CS0246	The type or namespace name 'Il2Cpp' could not be found (are you missing a using directive or an assembly reference?)	PMAPI	D:\Games\steam extra\steamapps\common\Primitier\PMAPI\PMAPI\CustomOreManager.cs	1	Active
Error	CS0246	The type or namespace name 'Il2Cpp' could not be found (are you missing a using directive or an assembly reference?)	PMAPI	D:\Games\steam extra\steamapps\common\Primitier\PMAPI\PMAPI\CustomLocalizer.cs	1	Active
Error	CS0246	The type or namespace name 'Il2Cpp' could not be found (are you missing a using directive or an assembly reference?)	PMAPI	D:\Games\steam extra\steamapps\common\Primitier\PMAPI\PMAPI\CustomSubstances\CustomMaterialManager.cs	1	Active
Error	CS0246	The type or namespace name 'Il2Cpp' could not be found (are you missing a using directive or an assembly reference?)	PMAPI	D:\Games\steam extra\steamapps\common\Primitier\PMAPI\PMAPI\CustomSubstances\CustomSaveManager.cs	1	Active
Error	CS0246	The type or namespace name 'Il2Cpp' could not be found (are you missing a using directive or an assembly reference?)	PMAPI	D:\Games\steam extra\steamapps\common\Primitier\PMAPI\PMAPI\CustomSubstances\CustomSubstanceManager.cs	1	Active
Error	CS0246	The type or namespace name 'Il2Cpp' could not be found (are you missing a using directive or an assembly reference?)	PMAPI	D:\Games\steam extra\steamapps\common\Primitier\PMAPI\PMAPI\CustomSubstances\EIDManager.cs	2	Active
Error	CS0246	The type or namespace name 'Il2Cpp' could not be found (are you missing a using directive or an assembly reference?)	PMAPI	D:\Games\steam extra\steamapps\common\Primitier\PMAPI\PMAPI\EntryPoint.cs	1	Active
Error	CS0246	The type or namespace name 'Il2Cpp' could not be found (are you missing a using directive or an assembly reference?)	PMAPI	D:\Games\steam extra\steamapps\common\Primitier\PMAPI\PMAPI\Patches\BlueprintCoroutinePatches.cs	2	Active
Error	CS0246	The type or namespace name 'Il2Cpp' could not be found (are you missing a using directive or an assembly reference?)	PMAPI	D:\Games\steam extra\steamapps\common\Primitier\PMAPI\PMAPI\Patches\CubeBasePatches.cs	2	Active
Error	CS0246	The type or namespace name 'Il2Cpp' could not be found (are you missing a using directive or an assembly reference?)	PMAPI	D:\Games\steam extra\steamapps\common\Primitier\PMAPI\PMAPI\Patches\CubeGeneratorPatches.cs	2	Active
Error	CS0246	The type or namespace name 'Il2Cpp' could not be found (are you missing a using directive or an assembly reference?)	PMAPI	D:\Games\steam extra\steamapps\common\Primitier\PMAPI\PMAPI\Patches\LoadingSequencePatches.cs	2	Active
Error	CS0246	The type or namespace name 'Il2Cpp' could not be found (are you missing a using directive or an assembly reference?)	PMAPI	D:\Games\steam extra\steamapps\common\Primitier\PMAPI\PMAPI\Patches\LocalizerOnLocaleChangedPatch.cs	2	Active
Error	CS0246	The type or namespace name 'Il2Cpp' could not be found (are you missing a using directive or an assembly reference?)	PMAPI	D:\Games\steam extra\steamapps\common\Primitier\PMAPI\PMAPI\Patches\SaveAndLoadPatches.cs	2	Active
Error	CS0246	The type or namespace name 'Il2Cpp' could not be found (are you missing a using directive or an assembly reference?)	PMAPI	D:\Games\steam extra\steamapps\common\Primitier\PMAPI\PMAPI\Patches\SubstanceManagerGetMaterialPatch.cs	7	Active
Error	CS0246	The type or namespace name 'Il2Cpp' could not be found (are you missing a using directive or an assembly reference?)	PMAPI	D:\Games\steam extra\steamapps\common\Primitier\PMAPI\PMAPI\Patches\SubstanceManagerGetParameterPatch.cs	7	Active
Error	CS0246	The type or namespace name 'CubeGenerator' could not be found (are you missing a using directive or an assembly reference?)	PMAPI	D:\Games\steam extra\steamapps\common\Primitier\PMAPI\PMAPI\Patches\CubeGeneratorPatches.cs	14	Active
Error	CS0246	The type or namespace name 'CubeGenerator' could not be found (are you missing a using directive or an assembly reference?)	PMAPI	D:\Games\steam extra\steamapps\common\Primitier\PMAPI\PMAPI\Patches\CubeGeneratorPatches.cs	35	Active
Error	CS0246	The type or namespace name 'CubeGenerator' could not be found (are you missing a using directive or an assembly reference?)	PMAPI	D:\Games\steam extra\steamapps\common\Primitier\PMAPI\PMAPI\Patches\CubeGeneratorPatches.cs	47	Active
Error	CS0246	The type or namespace name 'CubeBase' could not be found (are you missing a using directive or an assembly reference?)	PMAPI	D:\Games\steam extra\steamapps\common\Primitier\PMAPI\PMAPI\CustomSubstances\CustomSaveManager.cs	31	Active
Error	CS0246	The type or namespace name 'CubeBase' could not be found (are you missing a using directive or an assembly reference?)	PMAPI	D:\Games\steam extra\steamapps\common\Primitier\PMAPI\PMAPI\CustomSubstances\CustomSubstanceManager.cs	91	Active
Error	CS0246	The type or namespace name 'CubeBase' could not be found (are you missing a using directive or an assembly reference?)	PMAPI	D:\Games\steam extra\steamapps\common\Primitier\PMAPI\PMAPI\Patches\CubeBasePatches.cs	11	Active
Error	CS0246	The type or namespace name 'CubeBase' could not be found (are you missing a using directive or an assembly reference?)	PMAPI	D:\Games\steam extra\steamapps\common\Primitier\PMAPI\PMAPI\Patches\CubeBasePatches.cs	14	Active
Error	CS0246	The type or namespace name 'CubeBase' could not be found (are you missing a using directive or an assembly reference?)	PMAPI	D:\Games\steam extra\steamapps\common\Primitier\PMAPI\PMAPI\Patches\CubeBasePatches.cs	24	Active
Error	CS0246	The type or namespace name 'CubeBase' could not be found (are you missing a using directive or an assembly reference?)	PMAPI	D:\Games\steam extra\steamapps\common\Primitier\PMAPI\PMAPI\Patches\CubeBasePatches.cs	27	Active
Error	CS0246	The type or namespace name 'Component' could not be found (are you missing a using directive or an assembly reference?)	PMAPI	D:\Games\steam extra\steamapps\common\Primitier\PMAPI\PMAPI\CustomSubstances\CustomSubstanceManager.cs	91	Active
Error	CS0246	The type or namespace name 'Blueprint' could not be found (are you missing a using directive or an assembly reference?)	PMAPI	D:\Games\steam extra\steamapps\common\Primitier\PMAPI\PMAPI\CustomSubstances\EIDManager.cs	43	Active
Error	CS0246	The type or namespace name 'Blueprint' could not be found (are you missing a using directive or an assembly reference?)	PMAPI	D:\Games\steam extra\steamapps\common\Primitier\PMAPI\PMAPI\CustomSubstances\EIDManager.cs	87	Active
Error	CS0246	The type or namespace name 'Blueprint' could not be found (are you missing a using directive or an assembly reference?)	PMAPI	D:\Games\steam extra\steamapps\common\Primitier\PMAPI\PMAPI\Patches\BlueprintCoroutinePatches.cs	11	Active
Error	CS0246	The type or namespace name 'Blueprint' could not be found (are you missing a using directive or an assembly reference?)	PMAPI	D:\Games\steam extra\steamapps\common\Primitier\PMAPI\PMAPI\Patches\BlueprintCoroutinePatches.cs	20	Active
Error	CS0103	The name 'SubstanceManager' does not exist in the current context	PMAPI	D:\Games\steam extra\steamapps\common\Primitier\PMAPI\PMAPI\Patches\SubstanceManagerGetMaterialPatch.cs	13	Active
Error	CS0103	The name 'SubstanceManager' does not exist in the current context	PMAPI	D:\Games\steam extra\steamapps\common\Primitier\PMAPI\PMAPI\Patches\SubstanceManagerGetParameterPatch.cs	12	Active
Error	CS0103	The name 'SaveAndLoad' does not exist in the current context	PMAPI	D:\Games\steam extra\steamapps\common\Primitier\PMAPI\PMAPI\Patches\SaveAndLoadPatches.cs	16	Active
Error	CS0103	The name 'SaveAndLoad' does not exist in the current context	PMAPI	D:\Games\steam extra\steamapps\common\Primitier\PMAPI\PMAPI\Patches\SaveAndLoadPatches.cs	48	Active
Error	CS0103	The name 'Localizer' does not exist in the current context	PMAPI	D:\Games\steam extra\steamapps\common\Primitier\PMAPI\PMAPI\Patches\LocalizerOnLocaleChangedPatch.cs	11	Active
Error	CS0103	The name 'LoadingSequence' does not exist in the current context	PMAPI	D:\Games\steam extra\steamapps\common\Primitier\PMAPI\PMAPI\Patches\LoadingSequencePatches.cs	12	Active
Error	CS0103	The name 'CubeGenerator' does not exist in the current context	PMAPI	D:\Games\steam extra\steamapps\common\Primitier\PMAPI\PMAPI\Patches\CubeGeneratorPatches.cs	14	Active
Error	CS0103	The name 'CubeGenerator' does not exist in the current context	PMAPI	D:\Games\steam extra\steamapps\common\Primitier\PMAPI\PMAPI\Patches\CubeGeneratorPatches.cs	35	Active
Error	CS0103	The name 'CubeGenerator' does not exist in the current context	PMAPI	D:\Games\steam extra\steamapps\common\Primitier\PMAPI\PMAPI\Patches\CubeGeneratorPatches.cs	47	Active
Error	CS0103	The name 'CubeBase' does not exist in the current context	PMAPI	D:\Games\steam extra\steamapps\common\Primitier\PMAPI\PMAPI\Patches\CubeBasePatches.cs	11	Active
Error	CS0103	The name 'CubeBase' does not exist in the current context	PMAPI	D:\Games\steam extra\steamapps\common\Primitier\PMAPI\PMAPI\Patches\CubeBasePatches.cs	24	Active
Error	CS0103	The name 'Blueprint' does not exist in the current context	PMAPI	D:\Games\steam extra\steamapps\common\Primitier\PMAPI\PMAPI\Patches\BlueprintCoroutinePatches.cs	11	Active
Error	CS0103	The name 'Blueprint' does not exist in the current context	PMAPI	D:\Games\steam extra\steamapps\common\Primitier\PMAPI\PMAPI\Patches\BlueprintCoroutinePatches.cs	20	Active
Error	CS0006	Metadata file 'D:\Games\steam extra\steamapps\common\Primitier\PMAPI\PMAPI\obj\Debug\net6.0\ref\PMAPI.dll' could not be found	TestMod	D:\Games\steam extra\steamapps\common\Primitier\PMAPI\TestMod\CSC	1	Active

I think the files it's looking for, Assembly-CSharp.dll, Unity*, etc. would be in the [game]_data\Managed folder for an older Mono project. I'm pretty sure Primitier is using the il2cpp only of CoreCLR since Unity is deprecating mono .NET. I can use older game's \Managed mono files but without them it won't work and they don't exist in the current build of Primitier.

I tinkered with it and added what I could but a lot return unsupported pop up:

The errors that appear after opening a project or the main .sln file, before build attempt:

It cut off the .InputLegacyModule in the TestMod window, but Assemblies that are not found  (left, PMAPI proj top, TestMod proj bottom):

🤷♂ I can't seem to get it to accept/support the Il2Cpp or Unity.* dependencies, it returns unsupported error.

when setting environment variables did you set it in system environment variables? it should be in system variables, not user variables

when setting environment variables did you set it in system environment variables? it should be in system variables, not user variables

Yes, I did I don't think I've ever had to use user variables manually. It is set to the same folder that MelonLoader uses after installing it for Primitier, and it loads up and runs Primitier fine.

I deleted and re-cloned the repository and got it to work. I'm not sure what was wrong as that was the last thing I did yesterday before giving up so I could play the game! 😅 I was able to build TestMod and the Rood and Blud work.


Use types in Astro

Hello! I'm trying to use the types in Astro project, unfortunatelly, Astro provides it's own jsx types (as below). I was wondering if there's anyway to override them with the types provided in this package but I have not been able to do so. The only thing I have been able to do is to avoid the warning for hypescript tag by doing the following in the astro env.d.ts
env.d.ts
/// <reference types="astro/client" />

declare namespace astroHTML.JSX {
  interface HTMLAttributes {
    // Add custom attributes here
    _?: string;
  }
}

Astro Types
declare namespace astroHTML.JSX {
	export type Child = Node | Node[] | string | number | boolean | null | undefined | unknown;
	export type Children = Child | Child[];

	interface ElementChildrenAttribute {
		// eslint-disable-next-line @typescript-eslint/ban-types
		children: {};
	}

	interface IntrinsicAttributes
		extends AstroBuiltinProps,
			AstroBuiltinAttributes,
			AstroClientDirectives {
		slot?: string;
		children?: Children;
	}

	type AstroBuiltinProps = import('astro/dist/@types/astro.js').AstroBuiltinProps;

Readme updated to provide guidance on augmenting types


Added pop to utf8/binary/fixedSize MutableArray

BTW, I am confused why there is no need to operate validity in push_null() of FixedSizeBinaryArray?
https://github.com/jorgecarleitao/arrow2/blob/9ecb8ef3605ecf2a6d7a4a4b71736c7d8bdedb87/src/array/fixed_size_binary/mutable.rs#L222-L224

it is a bug!

I will try to fix it in another pr.


Stack and queue

-

[x] Can successfully push onto a stack
- [x]  Can successfully push multiple values onto a stack
- [x]  Can successfully pop off the stack

[x]  Can successfully empty a stack after multiple pops
[x]  Can successfully peek the next item on the stack
- [x] Can successfully instantiate an empty stack
- [x]  Calling pop or peek on empty stack raises exception
[x]  Can successfully enqueue into a queue
- [x]  Can successfully enqueue multiple values into a queue
- [x] Can successfully dequeue out of a queue the expected value
- [x]  Can successfully peek into a queue, seeing the expected value
- [x] Can successfully empty a queue after multiple dequeues
[x]  Can successfully instantiate an empty queue
- [x] Calling dequeue or peek on empty queue raises exception


tweaks to New-TestResources readme

The following pipelines have been queued for testing:java - templatejava - template - testsjs - templatenet - templatenet - template - testspython - templatepython - template - tests You can sign off on the approval gate to test the release stage of each pipeline. See eng/common workflow

The following pipelines have been queued for testing:java - templatejava - template - testsjs - templatenet - templatenet - template - testspython - templatepython - template - tests You can sign off on the approval gate to test the release stage of each pipeline. See eng/common workflow

The following pipelines have been queued for testing:java - templatejava - template - testsjs - templatenet - templatenet - template - testspython - templatepython - template - tests You can sign off on the approval gate to test the release stage of each pipeline. See eng/common workflow

The following pipelines have been queued for testing:java - templatejava - template - testsjs - templatenet - templatenet - template - testspython - templatepython - template - tests You can sign off on the approval gate to test the release stage of each pipeline. See eng/common workflow

The following pipelines have been queued for testing:java - templatejava - template - testsjs - templatenet - templatenet - template - testspython - templatepython - template - tests You can sign off on the approval gate to test the release stage of each pipeline. See eng/common workflow

The following pipelines have been queued for testing:java - templatejava - template - testsjs - templatenet - templatenet - template - testspython - templatepython - template - tests You can sign off on the approval gate to test the release stage of each pipeline. See eng/common workflow

@benbp  Should I override check enforcer on this?

@benbp  Should I override check enforcer on this?

@christothes you need to click through the pipeline and manually approve a few things. It needs to: create sync PRs for your change against all the repos, then you have to wait until all those are green (and approve them yourself), then approve the pipeline against which will merge them.
You can see the workflow docs here: https://github.com/Azure/azure-sdk-tools/blob/master/doc/common/common_engsys.md#workflow

@christothes you need to click through the pipeline and manually approve a few things. It needs to: create sync PRs for your change against all the repos, then you have to wait until all those are green (and approve them yourself), then approve the pipeline against which will merge them.
You can see the workflow docs here: https://github.com/Azure/azure-sdk-tools/blob/master/doc/common/common_engsys.md#workflow

@benbp The js pipeline is failing for apparently unrelated issues. I attempted to re-run a few times just to check if it was transient.

@christothes for the JS case if it the failure is unrelated just override check-enforcer and merge manually.
BTW it looks like you manually merged l the sync PR's. For future reference you only need to approve each of those PR's and then the automation in the "azure-sdk-tools - sync - eng-common" pipeline will attempt to merge all the PRs.


Add grok pattern validator to data-prepper-api

Signed-off-by: Taylor Gray<EMAIL_ADDRESS>Description
Add support validate grok patterns from data-prepper-api
Issues Resolved
[List any issues this PR will resolve]
Check List

[x] New functionality includes testing.
[ ] New functionality has been documented.

[ ] New functionality has javadoc added

[x] Commits are signed with a real name per the DCO

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

Codecov Report

Merging #2348 (f23c411) into main (062ae95) will increase coverage by 0.05%.
The diff coverage is 100.00%.

:exclamation: Current head f23c411 differs from pull request most recent head d4e2492. Consider uploading reports for the commit d4e2492 to get more accurate results

:mega: This organization is not using Codecov’s GitHub App Integration. We recommend you install it so Codecov can continue to function properly for your repositories. Learn more
@@             Coverage Diff              @@
##               main    #2348      +/-   ##
============================================
+ Coverage     93.81%   93.87%   +0.05%
- Complexity     1978     1984       +6
============================================
  Files           229      230       +1
  Lines          5501     5521      +20
  Branches        443      444       +1
============================================
+ Hits           5161     5183      +22
+ Misses          230      228       -2
  Partials        110      110

Impacted Files
Coverage Δ

.../dataprepper/validations/GrokPatternValidator.java
100.00% <100.00%> (ø)

...rwarder/discovery/AwsCloudMapPeerListProvider.java
95.23% <0.00%> (+2.38%)
:arrow_up:

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#10103 link on data patterns documentation added

Please use getHelpExternalReference for external help references

Please use getHelpExternalReference for external help references


v0.3.3

[x] Fix changelog
[x] Change version in config.yaml
[x] #41

Now it's good to merge, I think, but it would be nice if someone could test first using the "local testing" trick.

Now it's good to merge, I think, but it would be nice if someone could test first using the "local testing" trick.

I'm testing now.

Got this:
2022/01/06 14:49:31 template: tempIO:29:10: executing "tempIO" at <.auto_add_secret>: can't evaluate field auto_add_secret in type interface {}

Hm.. I think I know what's wrong.. try something like this:
{{ if .auto_add }}
{{ $secret := .auto_add_secret }}
{{  range $index, $person := .persons }}
{{   $extension := add 100 $index }}
[{{ $extension }}](sipjs-phone,my-codecs)
username={{ $extension }}
secret={{ $secret }}
callerid="{{ $person }}" <{{ $extension }}>
{{   end }}
{{ end }}

I think the global context is lost after entering a range block, thus auto_add_secret would not be available there.

 It works now.
But I did notice something else. When I try to start without changing the default secret, it won't start and gives a error.

Changing the default secret to 1234abcd seems to work.

I think that if you write
auto_add_secret: "1234"

It will also work. That's because otherwise YAML thinks it's a number.


Support RSS for all lists on website

Leverage next9's API endpoints to create RSS feeds that subscribes to any lists (articles, replies, articleReplies, with keyword & filter settings up)
Provide tutorials to IFTTT, Zapier, feedly

Atom + RSS
https://github.com/jpmonette/feed
Super old RSS gen:
https://github.com/dylang/node-rss

RSS autodiscovery

https://www.petefreitag.com/item/384.cfm
https://developer.mozilla.org/en-US/docs/Archive/RSS/Getting_Started/Syndicating
http://www.rssboard.org/rss-autodiscovery
https://dri.es/rss-auto-discovery

Tracking RSS

utm_ https://support.google.com/urchin/answer/2633622?hl=en

Done in #210, will continue tracking in #262


Add Imp-in-a-Box to the jewellery count plugin

Not jewellery per-se, but it has charges

Maybe this plugin should be renamed? I added the elf Teleport Crystal a while ago as well.


Add Iso involuton

I took a quick stab at #868
I wasn't entirely sure whether involuted (I decided to pick that as opposed to involution to be consistent with haskell) should live on the Iso object or somewhere else, happy to change it if we think it's better placed elsewhere.

Thanks @mlrv LGTM


Breaking change in jsonschema==3.1.0 for Python 2.7

Recent update 3.1.0 introduces a breaking change for Python 2.7.
Here is a code sample that works with 3.0.0 but is broken with 3.1.0 because of the switch from re to js_regex: https://github.com/Julian/jsonschema/pull/609
from jsonschema import Draft4Validator as Validator
schema = {'type': 'string', 'pattern': r'\d+'}
validator = Validator(schema)
list(validator.iter_errors('123'))

Thrown exception:
Traceback (most recent call last):
  File "<stdin>", line 1, in <module>
  File "/usr/local/lib/python2.7/site-packages/jsonschema/validators.py", line 328, in iter_errors
    for error in errors:
  File "/usr/local/lib/python2.7/site-packages/jsonschema/_validators.py", line 200, in pattern
    not js_regex.compile(patrn).search(instance)
  File "/usr/local/lib/python2.7/site-packages/js_regex/_impl.py", line 39, in compile
    raise TypeError("pattern={!r} must be a unicode string".format(pattern))
TypeError: pattern='\\d+' must be a unicode string

Having a look...

CC @Zac-HD.

OK, I think I don't see how to fix this yet, seems likely that it needs to happen downstream in js-regex, but I at least see how this slipped by, which is the changes to test_validators here: https://github.com/Julian/jsonschema/commit/51fc2f7a90ea8609090ddfd2a45ca4724e594462#diff-523a4ebdb045b5a1613d6711add86c7f
Not sure how I missed that during the review, but pretty sure that modification to the tests is our culprit.

OK, given that there's 2 separate issues here (#612 and #611) and that this is fairly fundamental functionality, I've temporarily pushed out v3.1.1 reverting the switchover.
We'll add some tests for the two cases here (and anything else we missed), and then there likely will be a v3.1.2 that goes back again to js-regex again.

Looking back at the test changes, not really good that those were mixed in with a rather unrelated test case, so probably this should have been tested much more explicitly anyhow. Will need to add tests specifically here on passing bytes in.

Just to check, do we want to support bytes on Python 3?  My understanding was that JS was always at least Unicode BMP, which would not fit in the bytes type...

I am fairly sure on Py3 the json module always returns Unicode yeah. But
needs double checking, I always forget.
On Wed, Oct 9, 2019, 20:00 Zac Hatfield-Dodds<EMAIL_ADDRESS>wrote:

Just to check, do we want to support bytes on Python 3? My understanding
was that JS was always at least Unicode BMP, which would not fit in the
bytes type...
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@Zac-HD I think https://github.com/Julian/jsonschema/commit/204c0c6df35c9ba51aeba03e384435014204ba3d covers us for this one.

Thanks @Julian for a quick mitigation!

Don't fully thank me until we're re-released :)
(And then thank @Zac-HD for helping contribute something I had 0 desire to ever get into, so real props for that as soon as we get this out the door :)

This is fixed in js-regex == 1.0.1 :tada:
(the metacharacters-in-sets thing is trickier, but in progress)


[SPARK-32863][SS] Full outer stream-stream join

What changes were proposed in this pull request?

This PR is to add full outer stream-stream join, and the implementation of full outer join is:

For left side input row, check if there's a match on right side state store.

if there's a match, output the joined row, o.w. output nothing. Put the row in left side state store.

For right side input row, check if there's a match on left side state store.

if there's a match, output the joined row, o.w. output nothing. Put the row in right side state store.

State store eviction: evict rows from left/right side state store below watermark, and output rows never matched before (a combination of left outer and right outer join).

Why are the changes needed?

Enable more use cases for spark stream-stream join.
Does this PR introduce any user-facing change?

No.
How was this patch tested?

Added unit tests in UnsupportedOperationChecker.scala and StreamingJoinSuite.scala.

Test build #131209 has started for PR 30395 at commit 9111532.

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cc @viirya

cc @HeartSaVioR and @xuanyuanking as well, thanks.

cc. @tdas @zsxwing @jose-torres @gaborgsomogyi as well

Probably the general question would be this; "Is there a historical reason we didn't implement full outer join?"
The concept is straightforward so the code change should be also straightforward. Just wanted to know if there's specific reason not to implement stream-stream full outer join at the time when we implemented stream-stream left/right outer join, so that we could avoid missing any major considerations on this feature.
cc. to @tdas @jose-torres again here, as they've authored and reviewed the PR #19327

Just to add my thought, and would like to get opinions from previous authors and reviewers in this area for sure.

In terms of scalability, reliability, etc, full outer join stores same amount of data in state store, compared to left outer/right outer/inner join. The only difference is full outer join would output more rows (all rows from both stream sides). So I think from system perspective, we probably can support it, similar to other joins.

The motivation from my side is that, I am investigating the performance difference between spark structured streaming (micro-batch) vs other internal streaming systems, and plan to add some more stuff on top of it to support internal use cases. So it would be good to have a basic full outer join implementation here (merge to upstream instead of forking for each spark version upgrade for me).

Asked in dev mailing list as well in http://apache-spark-developers-list.1001551.n3.nabble.com/SS-full-outer-stream-stream-join-td30415.html to make sure we are not missing any voice.

Shall we start review on this? It seems that no one raises concern here or mailing list. Would like to get this in before 3.1 deadline if this PR makes sense, thanks. cc @HeartSaVioR .

Spent some time on "Is there a historical reason we didn't implement full outer join?" but also don't know the answer.
Mind waiting for 1 more day since it's still the weekend for someone's side? +1 to get this in 3.1 if it makes sense.

I'm sorry "blocking this" wasn't the main rationalization of requesting. My bad.
I'm OoO this week and don't have a time slot to review this change though - not sure I can handle new non-trivial reviews as I have another PRs to handle as well.
@viirya @xuanyuanking @gaborgsomogyi It'd be nice if you could review this. Thanks.

@xuanyuanking - addressed all existing comments and the PR is ready for review again, thanks.

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This patch adds no public classes.

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FYI, during reviewing I found confusing method names: setupWindowedJoinWithRangeCondition / setupWindowedSelfJoin. We should remove Windowed there, but not from this PR as these methods exist.
@c21 Would you mind submitting a new MINOR PR for this? Otherwise I'll do it instead.

FYI, during reviewing I found confusing method names: setupWindowedJoinWithRangeCondition / setupWindowedSelfJoin. We should remove Windowed there, but not from this PR as these methods exist.

@HeartSaVioR - sounds good, I will submit a separate PR later tomorrow. thanks.

@xuanyuanking , @HeartSaVioR - wondering do you have any more comment? Thanks.

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All current reviewers are OK with this, so I'm kicking the Github Action build again. Once the test passes I'll merge this.

I am seeing the unit test failure org.apache.spark.storage.BlockManagerDecommissionIntegrationSuite from https://github.com/apache/spark/pull/30395/checks?check_run_id=1478597516, I don't think the failed one is relevant. @HeartSaVioR - could you help re-trigger the tests? Thanks.

@viirya Do you have a plan to review this? Then I'll open this for a day more (as actually planned).

@c21 Jenkins is down for a couple of days, so we have to rely on Github Action. Closing and reopening PR would work for you.

@viirya - wondering is my reply above addressing your comment? Thanks.

@viirya - wondering is my reply above addressing your comment? Thanks.

Yeah, I didn't see your reply before I submitted the review comment.

retest this, please

Jenkins doesn't seem to work, or struggling to do with queued builds. I'll trigger Github Action instead, and merge once it passes.

OK test passed. Merging to master.

Thanks @HeartSaVioR , @xuanyuanking and @viirya for review, and making it into spark 3.1 !


Add 'md-nits' to 'doc-nits'

Look at a built makefile, for example. There's an md-nits target. It depends on a ruby package, and has comments. Should be easy to integrate this into the doc-nits CI build.

I do not think we want to make the doc-nits target to depend on having installed ruby.

I've probably misunderstood what do you mean. If you just mean running make md-nits from the check_docs CI build, then OK.

If you just mean running make md-nits from the check_docs CI build, then OK.

Yes, that's what I meant.  Sorry for not being clear.

#15590 merged, I forgot to put the Fixes line in the commit so now I pay penance by closing this by hand. :)


no error when trying to allocate too much memory with -memsize

Reported by Andrew Wittenberg on 28 Aug 2006 16:43 UTC
Finally entering this into Bugzilla.  (Hope I'm not duplicating another bug, but
a query didn't turn up anything...)
Date: Fri, 19 Sep 2003 12:09:20 -0400 (EDT)
From: Andrew Wittenberg
To: Kevin O'Brien
Subject: allocating huge memory
Hi Kevin,
This is strange: if I try to allocate an impossibly huge amount of memory,
Ferret doesn't issue an error...
ferret_v553beta5 -memsize 400
NOAA/PMEL TMAP
FERRET v5.53 (beta5)
IRIX 6.5 - 09/10/03
19-Sep-03 12:05
yes? quit         !ok -- I have at least 400MB to work with

ferret_v553beta5 -memsize 1000
Unable to allocate the requested 1000.000000 Mwords of memory.
!ok -- I don't have 1000MB

ferret_v553beta5 -memsize 10000
NOAA/PMEL TMAP
FERRET v5.53 (beta5)
IRIX 6.5 - 09/10/03
19-Sep-03 12:04

yes?              !uh oh -- there's no way I have 10000MB!
Andrew
And in Ferret v6.00:
% ferret -memsize 1024
Unable to allocate the requested 1024.000000 Mwords of memory.
% ferret -memsize 2024
Unable to allocate the requested 2024.000000 Mwords of memory.
% ferret -memsize 3024
NOAA/PMEL TMAP
FERRET v6
Linux(g77) 2.4.21-32 - 08/23/06
28-Aug-06 12:33
yes?
Migrated-From: http://dunkel.pmel.noaa.gov/trac/ferret/ticket/1438

Comment by<EMAIL_ADDRESS>on 29 Aug 2006 15:50 UTC
(Ferret v6.0)
The lack of error message occurs on 32-bit linux but not on 64-bit or solaris.
On both 64-bit and solaris it reports the wrong attempted memsize, but does give
an error message
on stout (32 bit)

ferret -memsize 1000
Unable to allocate the requested 1000.000000 Mwords of memory.
ferret -memsize 10000

yes? sh mem
Current size of FERRET memory cache: -2147 MegaWords  (1 word = 4 bytes)
yes? use etopo20
yes? shade rose
Segmentation fault
likewise, within Ferret, a ridiculous request SET MEM/SIZ= results in no error
or warning, and we can't use ordinary amounts of memory.
yes? set mem/size=200000
Cached data cleared from memory
yes? show mem
Current size of FERRET memory cache: -1863 MegaWords  (1 word = 4 bytes)
yes? set mem/siz=20000
Cached data cleared from memory
yes? use etopo20
yes? shade rose
STOP  FREE_MEMORY statement executed
On porter (64-bit) things seem more rational
ferret -memsize 100000
Unable to allocate the requested -2147.483648 Mwords of memory.

ferret
yes? set mem/siz=200000
Cached data cleared from memory
Unable to allocate -1863.462912 Mwords of memory.
Restoring previous memory of 6.400000 Mwords.
yes? sh mem
Current size of FERRET memory cache: 6.4 MegaWords  (1 word = 4 bytes)

Comment by<EMAIL_ADDRESS>on 5 Dec 2006 19:43 UTC
On some of the operating systems, the attempt to express the number of words
requested resulted in an overflow, so the request looked like a negative number.
Trap for this in xeq_set.F and report the failure to allocate the requested
amount of memory.

Comment by ansley.b.manke on 7 Oct 2010 01:01 UTC
The above fix is in xeq_set.F, but in some cases requesting even larger amounts of memory, there still seems to be an integer overflow that is not trapped.
This works as expected
yes? set mem/siz=9e+4
 *** NOTE: internal overflow expressing 9e4 Mwords as words. Restoring previous memory size.
 Cached data cleared from memory
yes? show mem
 Current size of FERRET memory cache: 25.6 MegaWords  (1 word = 4 bytes)

But, try a larger value, same actual result, but no NOTE:
yes? set mem/siz=9e+12
 Cached data cleared from memory
yes? sh mem
 Current size of FERRET memory cache: 25.6 MegaWords  (1 word = 4 bytes)

Comment by andrew.wittenberg on 8 Sep 2011 21:20 UTC
Bumping this bug up in priority, since we're starting to see problems for which the many Gigabytes of memory available on some of our systems would aid analysis of high-res data.  What is the maximum memory usable within Ferret, via SET MEMORY?
On my workstation with 6 Gb (1520 Mwords) of memory:
        NOAA/PMEL TMAP
        FERRET v6.71
        Linux 2.6.18-274.el5PAE 32-bit - 08/05/11
         8-Sep-11 17:08

yes? set mem/size=500
 Cached data cleared from memory
yes? set mem/size=600
 Cached data cleared from memory
Unable to allocate 600.0 Mwords of memory.
Restoring previous memory of 500.0 Mwords.
yes? set mem/size=1100
 Cached data cleared from memory

On our analysis node with 96 Gb (24000 Mwords) of memory:
        NOAA/PMEL TMAP
        FERRET v6.401
        Linux(g77) 2.6.9-89.ELsmp - 12/09/09
         8-Sep-11 16:42
yes? set mem/size=2147
 Cached data cleared from memory
yes? set mem/size=2148
 *** NOTE: internal overflow expressing =2148 Mwords as words. Restoring previous memory size.
 Cached data cleared from memory
yes? set mem/size=10737
 Cached data cleared from memory

Lots of confusion there.

Comment by ansley.b.manke on 12 Dec 2011 23:22 UTC
This was fixed in version 6.7; the value of the setting is now saved differently.  Previous to v6.7, the number entered by the user was converted immediately to the number of words, and that calculation could trigger an integer overflow. That condition was apparently not correctly diagnosed, as seen in the example using Ferret v6.4 where the smaller size of 2148 gives us the error but 10737 does not.
In v6.7 and higher, the setting that the user makes is stored in Mwords form, and only at the point where memory is re-allocated, the size in words is computed as a long-integer in C.


Table storage input binding "PartitionKey" value in binding.json has no effect

Binding
{
"tableName": "workitems",
"partitionKey": "AAA",
"take": 50,
"filter" : "true",
"connection": "azurefunctions4316cc3b_STORAGE",
"name": "myTable",
"type": "table",
"direction": "in"
}
Data
PartitionKey    RowKey    Status
AAA               0001         0
AAA               0002         1
AAB               0001         0
Result
[{"status":"0"},{"status":"1"},{"status":"0"}]

Can you also add your sample function code here? Was this using Node?

yes
module.exports = function (context,myQueueItem ,myTable) {
context.log('Node.js function with table storage input:',myTable);
context.done();
};

Well, we're passing the PK to the TableAttribute we bind to (code here). Might be a core SDK issue. Not sure until we debug into the repro scenario.

FYI - I'm going to be reviewing this entire binding and doing some rework.

No repro. I'm able to specify PK/RK in my function.json, and get back the expected single record.

I was getting all the records if i only mention partition key. Let me try and see i can still get a repro.

Ah, I see. Yes, I see that too. I misread thinks and thought the issue was RK had no effect.


running protractor on Mac OS X El Capitan

I am having issues running protractor on Mac OS X El Capitan. I have installed selenium webdriver.
webdriver-manager update
webdriver-manager start
And I have already installed protractor globally and locally:
sudo npm install -g protractor
sudo npm install protractor
Selenium server is running already:
webdriver-manager start
When I run "protractor conf.js" I get tests failure.
Output:
Using the selenium server at http://localhost:4444/wd/hub [launcher] Running 1 instances of WebDriver

segment page encountered a declaration exception
Message:
TypeError: protractor.getInstance is not a function TypeError: browser.getInstance is not a function

page encountered a declaration exception Message: TypeError: by.selectedOption is not a function

Hi there!
Your question is better suited for StackOverflow or Gitter. Please ask a question there with the 'protractor' tag or post in the Gitter Channel to get help.
From the the getting help section of the README:

Please ask usage and debugging questions on StackOverflow (use the "protractor" tag) or in the Angular discussion group. (Please do not ask support questions here on Github.)

I believe you have already asked a question on StackOverlow which has received some comments. Please continue the conversation there. Thanks!

Thanks I am now able to run tests.


Login signup using firebase

I have previously done this task please assign me j can do this in better way

@Sawan-Kushwah A PR for a similar issue is already raised


monir:修改体验问题

1.服务列表的字段显示调整
2.单据SLA颜色设置位置错误
3.下拉类型的字段配置自定义数据时，KEY-VALUE的placeholder优化
4.新打开标签页时，选中的项目没有记忆
5.“字段” 列表的优化

Codecov Report

Merging #10 (755be71) into v2.6.x_develop (2305ba0) will decrease coverage by 0.01%.
The diff coverage is n/a.

@@                Coverage Diff                 @@
##           v2.6.x_develop      #10      +/-   ##
==================================================
- Coverage           51.22%   51.21%   -0.02%
==================================================
  Files                 688      688
  Lines               36343    36357      +14
==================================================
+ Hits                18617    18619       +2
- Misses              17726    17738      +12

Impacted Files
Coverage Δ

itsm/gateway/views.py
17.55% <0.00%> (-0.38%)
:arrow_down:

...pipeline_plugins/components/collections/bk_sops.py
16.08% <0.00%> (-0.23%)
:arrow_down:

blueking/component/open/apis/sops.py
100.00% <0.00%> (ø)

Continue to review full report at Codecov.

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Include attributes for directories in files API if all nested files are included or excluded

For the hierarchical tree view with checkboxes we want to have the folders in the tree view to have an indeterminate state so the three states are:

Checked if all nested files are included
Unchecked if all nested files are excluded
Indeterminate if some nested files are included and some are excluded

To do this we can include attributes if all files are included and another if all files are excluded.
We could collapse these into a single attribute with different enum states as well. As long as we can determine the three states above.

Checked if all nested files are included
Unchecked if all nested files are excluded
Indeterminate if some nested files are included and some are excluded

This works, and might be the most natural interpretation abut there is also a slightly different mapping we could use:

Checked if the folder itself is included (which IIUC means that all files under that are included too, e.b. foo/bar)
Unchecked if no files under that directory are ever included
Indeterminate if any set of files are included with a path (foo/bar/baz or foo/bar/baz,foo/bar/qux) regardless of if all of the files happen to be included or not

This matches the text of the inclusions slightly more which might be nice.

This matches the text of the inclusions slightly more which might be nice.

Great breakdown. I think this is much better.


Add configure-info-dir patch

Checklist

[ ] Used a personal fork of the feedstock to propose changes
[ ] Bumped the build number (if the version is unchanged)
[ ] Reset the build number to 0 (if the version changed)
[ ] Re-rendered with the latest conda-smithy (Use the phrase @conda-forge-admin, please rerender in a comment in this PR for automated rerendering)
[ ] Ensured the license file is being packaged.

Hi! This is the friendly automated conda-forge-linting service.
I just wanted to let you know that I linted all conda-recipes in your PR (recipe) and found it was in an excellent condition.

@conda-forge-admin, please rerender

@conda-forge-admin, please rerender

I think https://github.com/conda-forge/emacs-feedstock/pull/64 does work, unless someone wants to spend more time on this I think we should just go with that.


emacsPackages.pdf-tools: fix build

Description of changes
This is a temporary fix for #172178 which would hold up 22.05.
Upstream is working on a proper fix but there's no ETA on that.

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

[x] 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
[x] 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

[x] Fits CONTRIBUTING.md.

This works great! Thank you.