[ConnectAPI] Discussion #17983

When we create beta test groups we can't have public link. This is due to apple will not allow public link when there is no build. After adding a build to the group, we need a way to update group for public link or any other functionality.

Checklist

[x] I've run bundle exec rspec from the root directory to see all new and existing tests pass
[x] I've followed the fastlane code style and run bundle exec rubocop -a to ensure the code style is valid
[x] I've read the Contribution Guidelines
[x] I've updated the documentation if necessary.

Motivation and Context

Description
Added patch function on CoonectAPI main file which is spaceship/lib/spaceship/connect_api/testflight/testflight.rb
Then call that function from spaceship/lib/spaceship/connect_api/models/beta_group.rb
Then have a test case to test this function - spaceship/spec/connect_api/testflight/testflight_client_spec.rb
Testing Steps

before the test keep public link as false and also keep at least one build in the group.
Spaceship::ConnectAPI.login
platform = Spaceship::ConnectAPI::Platform.map('ios')
app = Spaceship::ConnectAPI::App.find('anyid')
group = app.get_beta_groups(filter: {name: "Gp1"}).first
puts groups[0].name
puts groups[0].public_link_enabled
group = groups[0].update(attributes: {
:public_link_enabled => true
})
puts groups[0].name
puts groups[0].public_link_enabled

Please review this PR... guys we need this function for our project

Please review this PR... guys we need this function for our project

@krish722 Thanks for the PR! Could you give me some simply spaceship steps or similar to test this so we can move this forward?

@krish722 Thanks for the PR! Could you give me some simply spaceship steps or similar to test this so we can move this forward?

update the PR description with test code

update the PR description with test code

@joshdholtz or someone can you please review....
We are waiting for this...

@joshdholtz or someone can you please review....
We are waiting for this...

@krish722 Reviewing right now! Sorry about the wait. I'm recently a new parent so my schedule has become a little bit of a roller coaster. In the future, you can always point a Gemfile to a specific git branch if needed.

@krish722 Reviewing right now! Sorry about the wait. I'm recently a new parent so my schedule has become a little bit of a roller coaster. In the future, you can always point a Gemfile to a specific git branch if needed.

Thanks everyone... I need it bit urgently. My organisation does not allow pulling from branch kind of stuff. If we have a release soon that is greatly appreciated.

Thanks everyone... I need it bit urgently. My organisation does not allow pulling from branch kind of stuff. If we have a release soon that is greatly appreciated.


Setting the a (static) first and last middleware

Hi,
Is it possible to make sure that a "static" middleware will always be the first/last in the middleware array?
In my case, I have an "action splitter" middleware that I use in order to send multiple actions in array. If the middleware gets an array, it dispatches each one of actions - (with 'next').
The last middleware is always a custom logger middleware and I need to make sure it's the last...
I would like to be able to add/remove middleware without having to worry about the index of the above middleware.
Thanks,
H.

You can add a module with just the middleware while creating the store, that will ensure it is the first one in your chain of middle wares. And it can do following to achieve being the last one as well.
// customMiddleware.js
  // 1. action splitter code
 // 2. next (...)
 // 3. logger

Please let me know if I am missing something.

Thanks @navneet-g .
I'll try to describe what I'm aiming for and hope it will be clearer:

When the app starts I load the 'core redux-module' which has (among other) the splitter and the logger.
After loading a certain path, another redux-module (feature redux-module) is being loaded and it has a middleware of its own.

Will the new feature middleware, that is being added to the store, will be pushed to the end of the existing middleware array or is it possible to leave the logger in the last index ?
Hope it's more clear now.

(A side note) - I'm not using redux only to read/write from/to the state. I'm using it as kind of a "messaging system" so there are a lot of messages (actions) being thrown and handled by different middlewares until data is ready to be written to the state.

@navneet-g This could be supported by introducing a "finalMiddleware" option or something?

@hagai-reuveni  yes the feature middleware will be pushed to the end of the middle ware.
There is no way to keep the middleware at last. But the middleware calls next so it has control over to be the last. Can you create a codesandbox to explain what scenario is not possible and we can see what is the best way to enable it.

is this issue solved?


Station opening and closing dates not shown when editing

In the station view we can see opening and closing dates (/#/stations/67774010)

However, the dates are not shown when editing (/#/stations/67774010/update)

I'm still seeing this issue on the latest dev3 deployment


How to build in portable mode?

I am currently playing around with this lib. While doing so I tried to build in portable mode.
The recommended way of doing so, according to the README:
cargo build --release --no-default-features --features=portable

If compiling that way, cargo fails with:

error: --features is not allowed in the root of a virtual workspace
note: while this was previously accepted, it didn't actually do anything

So I checked your CI file, in which you first compile the whole project with default features, and than just libzmix with portable feature enabled:
cargo build
cargo build --manifest-path=libzmix/Cargo.toml --no-default-features --features=portable

Does that make sense? Is that correct?
If yes, I propose to add that information to the README.
(I can do a PR, but I don't understand the library well enough to be sure it is the correct way of doing this.)

Yes we do need to update the documentation since each subproject can be built for portable.
If you need just ursa primitives, you would build it
cargo build --manifest-path=libursa/Cargo.toml --release --no-default-features --features=portable
The other command is for zmix.

next steps:

make sure the posted solution still works
update the documentation


The plugin doesn't remember the order

Usually Alfred plugins remember the order so that it's less typing each time.
This plugin doesn't remember the order of my taps; so it's a bit annoying / making me want to uninstall Raindrop.
Any ideas?

As for me, the results seem to be ordered correctly (frequently visited websites are listed above).
Could you explain what you are seeing and what you expect? Thank you.

@ytakahashi for me the raindrop bookmarks are the same order every time hmm


HC-247: Add User Access Control to Mozart API endpoints

Added access control to Mozart API for /job/submit and /job/list. This update is for v4.0.
Updated behavior:
/job/submit - username will now be added to the job metadata. We had this only when jobs were submitted from Tosca but the API. Now we propagate username information to the job's metadata and they show up under the username facet on Figaro.
/job/list -
If username is not provided, get all jobs information.
If username provided, filter to only jobs for that user.

Added a flag detailed for specifying the format of response.
If detailed is True then, returns job ID, job status, job type and job param values. I extended the amount of information returned here because having hundreds of Job Ids are not useful to users when they are looking for their job history. It's more informative when they can see what those jobs were.
If detailed is False then, it defaults to previous behavior of returning list of job IDs.
Made this backwards compatible, so even if detailed flag is not provided the behavior will be same as before.

@NamrataM  you probably want to merge this to develop-es1 since these changes are more for HySDS v3


benchmarking between AVX/SSE4.1

SSE support is renewed, I took benchmark.
method:
$ cd LPCNet/build_dir/src
$ cat ../../wav/all.wav | ./lpcnet_enc -s > test.out
$ time cat test.out | ./lpcnet_dec -s > /dev/null

results:

CPU
build
time(real)
Note

Intel Core i7-7700
AVX
7.132s
*1

Intel Core i7-7700
SSE4.1
8.941s
*1

AMD A8-7600
AVX
15.146s
*1

AMD A8-7600
SSE4.1
16.453s
*1

Intel Core i3-13100
AVX
3.730s
*2

Intel Core i3-13100
SSE4.1
4.870s
*2

Intel Core i7-7700
AVX
N/A
*3

Intel Core i7-7700
SSE4.1
29.428s
*3

Intel Core i7-7700
SSE4.1
10.858s
*4

(*1)Debian-12.1/x86_64, gcc-12.2.0
(*2)Ubuntu-22.04.3/x86_64 LTS on WSL2, gcc-11.4.0
(*3)Slackware-15.0/i686 on QEMU-7.2.4/KVM, gcc-11.2.0
(*4)Slackware-15.0/i686 on QEMU-7.2.4/KVM, clang-13.0.0
QEMU on Slackware did not support AVX instruction.
conclusion:
on x86_64, SSE4.1 build is slightly slower than AVX but we can ignore this disadvantage.
on i686, SSE4.1 build depends with compiler.
suggestion:
we can use SSE4.1 as default on x86_64 environment.
with clever compiler, we will be able to do same things for i686.

Thanks for your analysis @jg1uaa.  Can you please tell me how you are using LPCNet?  We have found that FreeDV 2020 is not very robust to HF channels, and is not used by many people.
So we are not actively developing LPCNet and FreeDV 2020 at this time.

In freedv-gui, we test for AVX as well as timing the decode of random audio to ensure reliable decode (i.e. at least a bit faster than real time). One question I have is whether by disabling AVX and only compiling SEE we'd up the ability to use 2020 modes on any additional machines. In other words, outside of QEMU, are there machines that would be fast enough to decode 2020 with SSE alone that aren't capable of using AVX?
OTOH given @drowe67's comment above this question may be moot.

@drowe67 Sorry, I don't use FreeDV(any modes) because of I do not have station license for that mode. In Japan, we have to write application form to use non-standard mode (for example, FT8, FreeDV, SSTV, FAX and so on) and need to get station license.
@tmiw all.wav has 49sec long. I think decoding time takes under 50% of original voice time might be stable, but no evidence.
I have Pentium G4600 machine, this is 6th-Gen and no AVX support so SSE support is mandatory. But, current 12th-Gen based Celeron/Pentium has AVX support, it is an idea to keep no SSE support as default.

Considering that we're probably going to deprecate this repo soon, I think AVX can be kept mandatory. Thanks for the testing, however!
@drowe67, good to close?


Added browser tests using wasmtime test artifacts

This PR adds the start of browser-based tests. It adds a playwright configuration to test across Firefox, Chromium, and Webkit and uses test artifacts from the wasmtime project to assert compatibility.
Only one test has been added so far (test-programs/preview1_path_open_read_write). It required some project changes that need review before moving forward.
To run tests:
$ npm install
$ npm run test:build  # clone wasmtime and compile test .wasm
$ npm run build       # compile project typescript
$ npm run test        # run tests

Change Notes:

The initialize() function was updated to only call _initialize() if it's exported. AFAICT _initialize() is optional. This lets all reactor libraries use the same shim init logic without needing the user to inspect the exports.
I had to pull the wasiImport types into a proper interface to keep satisfying TypeScript. This had the side effect of requiring some changes to satisfy types that would have been the source of errors before. ~Any change where obj[key] = undefined becomes delete obj[key] is due to this.~ (reverted)
I needed to propagate the rights flags through to the Fd implementations so that fd_fdstat_get could report correct values.
I added a dumb path_unlink_file implementation to Dir to satisfy the test wasm. It deletes the instance from the dir's contents and doesn't do anything more destructive.

@bjorn3 I hope these changes are again in the right direction. Testing could go any one of a dozen ways, and this seemed like the best cost/value.

Using wasmtime's wasi tests is a great idea. Thanks for working on this. FYI I probably won't have time to review this in the next couple of days.
Part of https://github.com/bjorn3/browser_wasi_shim/issues/7

@bjorn3 np, thanks for being willing and responsive!

I'm not entirely sure all fs_rights_base changes are correct. Would you mind pulling out all changes to the actual code except for fs_rights_base into a separate PR? Also could you add CI integration?

@jsoverson are you still interested in working on this or would you prefer if I work on splitting it up into several commits and landing it myself?

@bjorn3 sorry, this fell off my radar during a few hectic weeks. I'll jump on it this coming week.

Status: I'm going to fork wasmtime to create releases consisting of strictly the test wasm files. Getting CI setup to clone wasmtime to build the test artifacts is excessive.

You can use --filter=blob:none when cloning to tell git to only fetch the blobs that are actually necessary. For me that only takes 10s for a total download of 24MB. It can be reduced even further using a sparse checkout, but I think 10s is more than fast enough.

It's more the overhead of setting up a rust environment to build wasm files that really shouldn't change. It will dramatically extend the duration of CI tests, vs. downloading a tarball of wasm artifacts.

I see. How about caching the wasm test files in a github actions cache after they are built. And then only setup a rust toolchain for building if the cache is missing. That should be easier to keep up to date with new wasmtime versions than building locally and checking into a repo.


Fix panic sendmagiclink

Add a fix to a panic here by checking if err != nil first https://github.com/micro/services/blob/bac167a847441c0496e72274253e8415b46e5fc4/user/handler/handler.go#L407

Deployed

finally, SendMagicLink works now

Great. Thanks for the contribution. Just credited you $10 on M3O


Failed to validate data received from Authorization service - Could not validate state

I have cloned the sample project msal-b2c-web-sample and configured according to the indications, referenced the MSAL4J library in versions 1.3 and 1.4, for both versions the following error occurs checking the status for the callback from B2C
Failed to validate data received from Authorization service - Could not validate state
The problem occurs differently for the two versions:

1.3 -> the error occurs randomly with the Chome, Firefox and Edge broswer, when returning from B2C the session lacks the states attribute so the validation of the state fails
1.4 -> the error always occurs and with all browsers, when returning from B2C there is no cookie msal_web_app_auth_state, so status validation fails

In both cases, the calling application uses the HTTPS protocol

Please create an issue in corresponding repository - msal-b2c-web-sample

The repository is correct, I'm refferring to the project microsoft-authentication-library-for-java/src/samples/msal-b2c-web-sample/

@Ale-Car Can you try running the sample at https://github.com/Azure-Samples/ms-identity-java-webapp/tree/master/msal-b2c-web-sample?
That one is kept more up to date, and has instructions on how to do the app registration. If you run into any issues, please open up an issue there and we will try to help out.


Upgrade RDK

Going to close this PR for the moment.  Things are very much still in flux with it, and I discovered I don't actually need to merge it to main to test things with CI.  Will reopen this once its in a better state

Can we make a new repo, move all of the C++ and OMPL-related stuff there, and this repo can be purely for testing RDK?


New bash and python script applications

Run bash and python applications as a separate process and report stdout stderr back, esp on failure

Done.


RCT-Folly blocking builds (Error message: typedef uint8_t clockid_t; )

Description
This is what my error message looks like:
❌  /pathToMyProject/ios/Pods/Headers/Private/RCT-Folly/folly/portability/Time.h:52:17: typedef redefinition with different types ('uint8_t' (aka 'unsigned char') vs 'enum clockid_t')
typedef uint8_t clockid_t;
Version
react-native-cli: 2.0.1 react-native: 0.68.2
Output of npx react-native info
My environment:
System:
OS: macOS 12.6
CPU: (8) arm64 Apple M1
Memory: 99.52 MB / 16.00 GB
Shell: 5.8.1 - /bin/zsh
Binaries:
Node: 18.11.0 - /opt/homebrew/bin/node
Yarn: 1.22.19 - /opt/homebrew/bin/yarn
npm: 8.19.2 - /opt/homebrew/bin/npm
Watchman: 2<IP_ADDRESS> - /opt/homebrew/bin/watchman
Managers:
CocoaPods: 1.11.3 - /opt/homebrew/bin/pod
SDKs:
iOS SDK:
Platforms: DriverKit 21.4, iOS 16.0, macOS 12.3, tvOS 16.0, watchOS 9.0
Android SDK: Not Found
IDEs:
Android Studio: 2021.3 AI-213.7172.25.2113.9014738
Xcode: 14.0.1/14A400 - /usr/bin/xcodebuild
Languages:
Java: 18.0.2 - /usr/bin/javac
npmPackages:
@react-native-community/cli: Not Found
react: ^18.2.0 => 18.2.0
react-native: 0.68.2 => 0.68.2
react-native-macos: Not Found
npmGlobalPackages:
react-native: Not Found
Steps to reproduce
1. Create a new project with following command:
npx react-native init BugCheck --template react-native-template-typescript
2. Install dependencies (go to root directory):
yarn install && cd ios && pod install && cd ...
3. Run on any ios simulator:
npx react-native run-ios --simulator="iPhone 14 Pro Max"
Congrats! You discovered a bug. 💀
P.S: To be honest, every developer I know who's been using RN really getting tired of those bugs. There's never have been a stable build which developers can rely upon. Are you maintaining project? If not please, pin it as deprecated. So many developers are wasting their time and stress over little bugs of react-native. I've been using react-native for 2 years and can't even suggest to any of my network to learn react-native. So disappointed.
I hope it'll be fixed soon.
Snack, code example, screenshot, or link to a repository

You can clone my project and run above commands I've provided.
Project link: https://github.com/bekroz/address-taxi

You can clone my project and run above commands I've provided.

I've just cloned your project, run your commands, and I'm able to build your app successfully.

You can clone my project and run above commands I've provided.

I've just cloned your project, run your commands, and I'm able to build your app successfully.

HI, can you share your config

System:
    OS: macOS 12.6
    CPU: (32) x64 Intel(R) Xeon(R) W-3245 CPU @ 3.20GHz
    Memory: 6.23 GB / 96.00 GB
    Shell: 5.8.1 - /bin/zsh
  Binaries:
    Node: 17.8.0 - /var/folders/gc/mp16h51x1gs4jt57by714sjh0000gn/T/yarn--1666013442161-0.5893951454437569/node
    Yarn: 1.22.18 - /var/folders/gc/mp16h51x1gs4jt57by714sjh0000gn/T/yarn--1666013442161-0.5893951454437569/yarn
    npm: 8.5.5 - ~/.nvm/versions/node/v17.8.0/bin/npm
    Watchman: 20221010 - /usr/local/bin/watchman
  Managers:
    CocoaPods: 1.11.3 - /usr/local/bin/pod
  SDKs:
    iOS SDK:
      Platforms: DriverKit 21.4, iOS 15.4, macOS 12.3, tvOS 15.4, watchOS 8.5
    Android SDK:
      API Levels: 26, 27, 28, 29, 30, 31, 32, 33
      Build Tools: 23.0.1, 25.0.2, 27.0.3, 28.0.2, 28.0.3, 29.0.2, 30.0.2, 30.0.3, 31.0.0, 32.0.0, 32.1.0
      System Images: android-30 | Google APIs ARM 64 v8a, android-32 | Google APIs Intel x86 Atom_64
      Android NDK: Not Found
  IDEs:
    Android Studio: 2021.2 AI-212.5712.43.2112.8512546
    Xcode: 13.3.1/13E500a - /usr/bin/xcodebuild
  Languages:
    Java: <IP_ADDRESS> - /usr/bin/javac
  npmPackages:
    @react-native-community/cli: Not Found
    react: 18.1.0 => 18.1.0
    react-native: 0.70.3 => 0.70.3
    react-native-macos: Not Found
  npmGlobalPackages:
    *react-native*: Not Found

You can clone my project and run above commands I've provided.

I've just cloned your project, run your commands, and I'm able to build your app successfully.

Maybe it’s specific for M1 macs or react-native with 0.68 versions. I’ll match your config and try to rebuild it. If it goes well, I’ll close the issue.
Thank you for the help, Cortinico. 🙏

I sawthat

System:
OS: macOS 12.6
CPU: (32) x64 Intel(R) Xeon(R) W-3245 CPU @ 3.20GHz
Memory: 6.23 GB / 96.00 GB
Shell: 5.8.1 - /bin/zsh
Binaries:
Node: 17.8.0 - /var/folders/gc/mp16h51x1gs4jt57by714sjh0000gn/T/yarn--1666013442161-0.5893951454437569/node
Yarn: 1.22.18 - /var/folders/gc/mp16h51x1gs4jt57by714sjh0000gn/T/yarn--1666013442161-0.5893951454437569/yarn
npm: 8.5.5 - ~/.nvm/versions/node/v17.8.0/bin/npm
Watchman: 20221010 - /usr/local/bin/watchman
Managers:
CocoaPods: 1.11.3 - /usr/local/bin/pod
SDKs:
iOS SDK:
Platforms: DriverKit 21.4, iOS 15.4, macOS 12.3, tvOS 15.4, watchOS 8.5
Android SDK:
API Levels: 26, 27, 28, 29, 30, 31, 32, 33
Build Tools: 23.0.1, 25.0.2, 27.0.3, 28.0.2, 28.0.3, 29.0.2, 30.0.2, 30.0.3, 31.0.0, 32.0.0, 32.1.0
System Images: android-30 | Google APIs ARM 64 v8a, android-32 | Google APIs Intel x86 Atom_64
Android NDK: Not Found
IDEs:
Android Studio: 2021.2 AI-212.5712.43.2112.8512546
Xcode: 13.3.1/13E500a - /usr/bin/xcodebuild
Languages:
Java: <IP_ADDRESS> - /usr/bin/javac
npmPackages:
@react-native-community/cli: Not Found
react: 18.1.0 => 18.1.0
react-native: 0.70.3 => 0.70.3
react-native-macos: Not Found
npmGlobalPackages:
react-native: Not Found

I saw that you’re using iOS 15.4, have you tried on iOS 16.0?
Thanks in advance.

I saw that you’re using iOS 15.4, have you tried on iOS 16.0?

Nope I haven't but that shouldn't be unrelated to this build failure

If it's urgent fix, you can add this line inside of podfile: sed -i -e  $'s/__IPHONE_10_0/__IPHONE_13_0/' #{installer.sandbox.root}/RCT-Folly/folly/portability/Time.h
After that run: pod install --repo-update
require_relative '../node_modules/react-native/scripts/react_native_pods'
require_relative '../node_modules/@react-native-community/cli-platform-ios/native_modules'

platform :ios, '12.4'
install! 'cocoapods', :deterministic_uuids => false

target 'address' do
  ...
  post_install do |installer|
      ...
      `sed -i -e  $'s/__IPHONE_10_0/__IPHONE_13_0/' #{installer.sandbox.root}/RCT-Folly/folly/portability/Time.h`
  end
end

i have same errore here!

same here

Adding __apply_Xcode_12_5_M1_post_install_workaround(installer) resolves the problem for me:
require_relative '../node_modules/react-native/scripts/react_native_pods'
require_relative '../node_modules/@react-native-community/cli-platform-ios/native_modules'

platform :ios, '12.4'
install! 'cocoapods', :deterministic_uuids => false

target 'address' do
  ...
  post_install do |installer|
      ...
      __apply_Xcode_12_5_M1_post_install_workaround(installer) # <-- THIS LINE
  end
end

Think it does more or less the same as the suggested workaround above (https://github.com/facebook/react-native/issues/34997#issuecomment-1312965255)


Usage on android

I want to ask. What is the effort to use it as an android library? is it even possible? I see the JVM target. Thank you. :)

You can check my demo project here:

https://github.com/sharpordie/hisendal
https://github.com/sharpordie/hisendal/blob/main/app/src/main/java/com/example/hisendal/Device.kt

Dadb lacks some features, like pair command support, so I now use this wonderful library:

https://github.com/MuntashirAkon/libadb-android

You can check my demo project here:

https://github.com/sharpordie/hisendal
https://github.com/sharpordie/hisendal/blob/main/app/src/main/java/com/example/hisendal/Device.kt

Dadb lacks some features, like pair command support, so I now use this wonderful library:

https://github.com/MuntashirAkon/libadb-android

You can also use this, it uses the real ADB binary compiled for Android:

https://github.com/tytydraco/LADB/blob/main/app/src/main/java/com/draco/ladb/utils/ADB.kt

If you need iOS support, the work of wsvn53 is amazing:

https://github.com/wsvn53/adb-mobile

You mentioned the library "libadb-android" for having the pair feature... does that mean I can use that library to pair and continue using dadb...?
I don't want to rewrite my whole application because it lacks the pair feature, if I can somehow pair device and continue using dadb, it would be greatly appreciated...


olmod.sh steam deck (gamescope) compatability

olmod.sh seems to not work correctly when attempting to launch through the default steam deck UI.  I believe this is due to the steam UI running inside a gamescope session.  I've been able to reproduce this behavior on the desktop as well using gamescope directly.
Apologies this is going to get a little into the weeds because I had to work around some quoting issues in launch options as well.  I'll try to explain them in as much detail as I can.
Steps to reproduce:

Launch steam in a gamescope session.
I do this with a little script below.  This is basically what the deck does however the deck assigns gamescope to a TTY directly with -O *,eDP-1

] > cat bin/steam-gamescope-16x9.sh
#!/bin/sh
# See https://developer.valvesoftware.com/wiki/Command_Line_Options
/usr/bin/gamescope -W 2560 -H 1440 -r 165 -b --steam -- /usr/bin/steam -tenfoot

Install olmod using the steps in the wiki for linux
Configure launch options as follows, working around the quoting issue by specifying the LD_PRELOAD path manually instead of using the script.

OLMODDIR=$HOME/.steam/root/steamapps/common/Overload LD_PRELOAD=$HOME/.steam/root/steamapps/common/Overload/olmod.so $HOME
/.steam/root/steamapps/common/Overload/Overload.x86_64 > olmod_debug.log 2>&1; echo "%command%"

This is because on the deck LD_PRELOAD already has the gameoverlayrenderer.so path in it and using that and olmod.so at the same time causes a segfault.  Surprisingly even disabling the overlay in the game settings still populates these libraries in the LD_PRELOAD path.
The %command% at the end is because steam assumes that if %command% is missing from the launch options everything you put there is an argument that should follow the normal launch command, so putting it at the end launches an alternative executable and isolates all the other things that steam wants to put on the command line.
I found that on my desktop which runs swaywm (wayland) it was necessary to also add the SDL_VIDEODRIVER=x11 env var to get the game to draw a window correctly.  Otherwise it would run in the background using a lot of CPU resources but not display anything.

Run the game by pressing the play button.  On both the deck and the desktop this results in the spinning valve icon but no game window.  It is running in the background (verified by grepping the process tree) but nothing is drawn.

Log output from the debug shell redirect above:
(deck@steamdeck Overload)$ cat olmod_debug.log
Found path: /home/deck/.local/share/Steam/steamapps/common/Overload/Overload.x86_64
Mono path[0] = '/home/deck/.local/share/Steam/steamapps/common/Overload/Overload_Data/Managed'
Mono config path = '/home/deck/.local/share/Steam/steamapps/common/Overload/Overload_Data/Mono/etc'
Preloaded 'ScreenSelector.so'
Preloaded 'libCSteamworks.so'
Preloaded 'libopenvr_api.so'
Preloaded 'libsteam_api.so'
Unable to preload the following plugins:
	libUnetEncryption.so
	ScreenSelector.so
	libCSteamworks.so
	libsteam_api.so

Logging to /home/deck/.config/unity3d/Revival/Overload/Player.log

Log output from the Player.log file:
https://gist.github.com/kevenwyld/44bfca40c48b66fdb426f1dc58c3666e
When launching from desktop mode without changing any of the options listed above everything works fine.  It also works fine on desktop if I launch steam outside of gamescope.
This is all to say that I'm stuck at this point but I have the hardware, so if someone comes along and has a better understanding of how the mod works I'd be happy to help any way that I can.  It would be really cool to be able to use the mod just like any other game on the deck instead of having to switch to desktop mode.  This has other advantages like a functional mouse pointer and the overlay.
Also, and most importantly, thank you everyone for this rather amazing achievement.  I am in awe of the accomplishments of this community.

Hmm, I tried to have a look at this. Problems are: I don't have steam, I don't have a steam deck, and I don't use wayland.
However, I grabbed the latest release of winesapos, put it on an USB pen drive, and created an empty steam account.
I  got olmod running, from steam, while running in a gamescope session. What I did was just modifying olmod.sh, line 32 from
OLMODDIR="${olmoddir}" LD_PRELOAD="${LD_PRELOAD:+$LD_PRELOAD:}./olmod.so" "${overload}" ${olargs}

to
OLMODDIR="${olmoddir}" LD_PRELOAD="./olmod.so" "${overload}" ${olargs}

and adding that modified olmod.sh  as a non-steam game to the steam library. I did not try to fiddle around with any launch parameter. (And I have no idea what quoting issue you are referring to - the script uses proper double quoting where needed.)
@kevenwyld  Can you please try to check if that approach still fails for you?
https://github.com/overload-development-community/olmod/blob/main/linux/olmod.sh#L31

@derhass thanks for taking the time to test this.  So initially your suggestion didn't work on the deck, however it seems that when olmod is launched the deck focuses the official game.  Probably for the same reason that you still see "so-and-so is playing Overload" even when they are using olmod outside of steam.  You can hear the menu music but can't see the game.  What I discovered is that you have to go to the steam menu on the left and select the non-steam olmod again, then it works fine.  See the video below (the startup takes a bit, sorry):
https://github.com/overload-development-community/olmod/assets/11936535/f64e6c19-a157-42de-900f-54c9169642ae
Your way, including editing the script, is a lot better than what I was doing.  Thanks for the help!  I guess I was trying to preserve the script so future upgrades didn't break anything, but that's probably not as important as I made it in my head.  Same with the LD_PRELOAD quoting problem which I'm pretty sure I imagined and it doesn't exist =] .
Anyway you can close this as things are working for me now.  The situation is the same on the desktop when running in big picture, but it's easier to work around using the desktop UI there than it is on the deck.

Hmm. Interesting. Looks like you at least have some workaround, even though it's still clumsy. I still have no idea what's going on on the Deck, seems to be specific to the Steam OS and/or hardware used there, at least I have no idea how I could reproduce this behavior.
As for the script: You could simply create your own renamed copy of that script so it won't get overwritten when you update olmod.
The problem with the script in its default state is that steam's gameoverlayrenderer.so as well as olmod.so hook the dlsym function itself - and get into each others way when both are present in the same process. If I leave the script as default, this leads to olmod being added later, and being completely ignored. If I change the script to add olmod first, it crashes.

I still have no idea what's going on on the Deck, seems to be specific to the Steam OS and/or hardware used there, at least I have no idea how I could reproduce this behavior.

I think it's probably out of scope for this project to deal with that issue.  This workaround is more than fine in comparison to switching to desktop mode just to play this game.
Thanks again!

Well, it would be nice if olmod would work more out-of-the-box on the steam deck. But for now, I don't have the ability to investigate this any further...


Gift wrap Invisible presents

Playing in multiplayer with friends, I am the host my friends are saying after using the gift wrap they're seeing presents that aren't there for me. Thank you :D

Are they using the gift wrap or are you? And are you the only one who doesn't see it? This should hopefully be an easy fix as I already have some ideas about what's happening.

Can confirm the same here. If I unwrap a present that I gift wrapped, other players can still see the present.

OH ok, I didn't quite understand the issue the first time but I do now. While I'll try to fix the issue, the version I have has a bunch of code changes but I haven't released it yet, if the issue is still present with the next update I release I will then focus on fixing it.

While this bug is fixed, a new bug has arrived where it now creates three gift boxes that other players can't see. Two of them can be picked up, meaning you now get a duplicate scrap (the two tanks here). The third is completely uninteractive and is only visible to the person who used the wishlist. It also tends to spawn an extra non-interactive wishlist. The wishlist seems to just not sync properly at all.

Alright, I'll see if I can fix it but I may just disable it and come back to it later. Getting kind of annoyed of it having issues. Sorry about that.


initial graph network block

Introducing the generic graph network block.
Ideally, we'll make the node, edge and global models standalone once scatter ops are merged into mlx.

Now that you created an example file, you can delete the code-block in comments within the class. It will be much cleaner!

I'd probably leave the code-block as that'd be part of the docs while the example will not.
Ideally the example will be a working one (not just an instantiation+forward pass) once scatter_ops are released and we can implement efficient Node, Edge and Global models.
What do you think?

ok I agree, anyway we'll modify everything when writing the docs

if you think it's better to remove the example file for the moment then, you can!


Added SignatureHelpContext

This adds SignatureHelpContext to the textDocument/signatureHelp request.
Fixes #561
Fixes  #797

Note that I changed SignatureHelpTriggerKind.Invoke from VS Code to Invoked so it is consistent with CompletionTriggerKind, which was also changed from VS Code.
Also, sorry I included some unrelated syntax fixes that I noticed while doing this.

Merged in 3.15 branch. https://github.com/microsoft/language-server-protocol/tree/dbaeumer/3.15

Add implementation to client as well.


Non-fatal Exception: java.lang.Exception   at _AnimationLimiterState.initState.(animation_limiter.dart:45)

Non-fatal Exception: java.lang.Exception: NoSuchMethodError: The method 'markNeedsBuild' was called on null.
Receiver: null
Tried calling: markNeedsBuild()
at State.setState(framework.dart:1168)
at _AnimationLimiterState.initState.(animation_limiter.dart:45)
at SchedulerBinding._invokeFrameCallback(binding.dart:1102)
at SchedulerBinding.handleDrawFrame(binding.dart:1049)
at SchedulerBinding._handleDrawFrame(binding.dart:957)

Duplicate of #9
Will be fixed in 0.1.3.


Continue polling on 410 from last_operation endpoint

What:
When creating an asynchronous service instance the CC is polling the service broker's last_operation endpoint to know the state of the instance. Response on this endpoint with status code 410 was treated as a failure - the instance is marked as failed and the polling job is interrupted.
With this change it is no longer treated as failure, but as invalid. and the CC will continue polling.
Why:
As per OSBAPI spec, CC was not complaint, since treated last_operation
410 responses as failures, instead of invalid. (failures are not
re-queued)
Best,
SAPI Team

[x] I have reviewed the contributing guide

[x] I have viewed, signed, and submitted the Contributor License Agreement

[x] I have made this pull request to the master branch

[x] I have run all the unit tests using bundle exec rake

[x] I have run CF Acceptance Tests

SAPI team will merge this once capi ci is green


do not sink conver_layout for multi users

The user_begin() function cannot guarantee a definite order, so when there are multiple users for convert_layout, it might be sunk between two users, resulting in a dominance error.

Please update the PR description with an explanation of the problem you're trying to solve.

We can't review this until the PR explains the problem this PR is trying to solve.

done

The user_begin() function cannot guarantee a definite order, so when there are multiple users for convert_layout, it might be sunk between two users, resulting in a dominance error.

So instead of this change, why not sink to the first user in dominance order?

The user_begin() function cannot guarantee a definite order, so when there are multiple users for convert_layout, it might be sunk between two users, resulting in a dominance error.

So instead of this change, why not sink to the first user in dominance order?

I've tried numerous methods and have not found a way to locate the first user. It would be greatly appreciated if you could give me with some hints or references.

The user_begin() function cannot guarantee a definite order, so when there are multiple users for convert_layout, it might be sunk between two users, resulting in a dominance error.

So instead of this change, why not sink to the first user in dominance order?

I've tried numerous methods and have not found a way to locate the first user. It would be greatly appreciated if you could give me with some hints or references.

I think it's probably fine as it is

Can you rebase and update the test as this PR changed a bunch of stuff:
https://github.com/openai/triton/pull/3261


Reload keybind not working in userchoice's window

Shift + F5 seem to only work in index.html window, while it should work on both

Fixed


Cannot build project

Hi,
I'm facing with big issue.
I checkout and build source code but i got this message
Because we have local pkg-config we will create it in /Users/tranthanhtuan/Downloads/android-ndk-r10e/toolchains/mipsel-linux-android-4.9/prebuilt/darwin-x86_64/bin/mipsel-linux-android-pkg-config directory using /usr/local/bin/pkg-config

Could you please help me to resolve this issue? I hope your reply.
Thank you very much

This is not an issue, this is a information log - so you need to look somewhere else


Instructions not working

I installed it as instructed but adding
m.top.bugsnagTask = CreateObject("roSGNode", "bugsnagroku_BugsnagTask")
	m.top.bugsnagTask.setFields({
		"releaseStage": "prod",
		"appVersion": appVersion,
		"apiKey": BUGSNAG_API_KEY
	})
	m.top.bugsnagTask.control = "RUN"

to my Main.brs file gives me this error
Invalid value for left-side of expression. (runtime error &he4) in pkg:/source/Main.brs(62)
Which is this line m.top.bugsnagTask = CreateObject("roSGNode", "bugsnagroku_BugsnagTask")

Nevermind, had to plug it into a component. Disregard


Fix #236, refresh Config object anytime config.js changes, notify any listeners

The main difficulty here was that Config.ts is just a collection of methods, not a class or even a module.  If it was a class I could've had it extend EventEmitter but that would require changing how the class is accessed.  Also, we would've had to create an instance of the class, and singletons are discouraged in typescript.  Modules can't extend classes either so I decided to just leave it as a collection of methods and implement a simple Observer pattern.
At first I thought I'd have to change every class that uses Config to register a listener for changes.  However, most classes that use Config just fetch the value as needed, rather than fetching the value and referring to it later.  So most classes will pull the latest value when they want and they don't care if (or when) it changed.  The only exception I found was in index.tsx, where most of the initialization takes place.  So that's the only class that currently registers listeners.
The only place I see where properties won't automatically change is in NeovimInstance.ts, with oni.loadInitVim and oni.useDefaultConfig.  This is because we only launch neovim once.  We could kill and re-launch neovim if these properties change but that seems quite drastic so I'll let @extr0py do it if he wants.

We could consider refactoring this to a class, like:
class Config {
...
}

And then export it like:
const _config = new Config(...);
export const getConfig = () => this._config;

Which is basically creating a singleton and exposing the getConfig function. The nice thing about that is it becomes easier to unit test. But we can look at that refactoring later.
Thanks for tackling this!

Overall looks great! Would you mind checking out if we can replace the Observer implementation in Config.ts with the EventEmitter? Otherwise I'm good to bring this in.

Oh and by the way... I wanted to try out BountySource. I put a bounty on this bug:
https://www.bountysource.com/issues/42243372-configuration-when-config-js-changes-trigger-a-reload-of-settings
Wanted to try out that process and see how it works - not much, but at least it would be some beer money as a thank you for contributing!

Thanks for the code review!  I'll try to tackle all your suggested changes when I get a chance.

I tried synchronizing this branch and evidently messed things up.  I'll have to cleanup this branch now...


Add soul knight prequal

It’s a game so put to there. Also thank you for all of your (hard?) work on this project, I use it all of the time!

It’s a game so put to there. Also thank you for all of your (hard?) work on this project, I use it all of the time!

Do you have the link?

No, I can access taptap.io bc of a screen time limit(website limit)


CH17 Vagrant Issue

Hello. I'm having difficulty figuring out what the precise sequence of commands is necessary to log into the Vagrant box as the ubuntu user. I've rebuilt/destroyed the box a number of times while trying to get this to work.

vagrant up
vagrant ssh
(vagrant) ssh<EMAIL_ADDRESS>
This attempt to log into the ubuntu user shoots out a somewhat expected Permission denied (publickey). error; with some cursory googling a number of solutions presented suggest deleting the default ubuntu user and making a new one to overcome this, or writing an entire new Vagrantfile configuration to work around ssh logins.
The phrasing at the top of the 'Password-less Logins' sections suggests there's no other configuration required, unless I've totally dropped the ball on the intended workflow for logging in as the 'ubuntu' user.
In short, I have no clue if I'm meant find the SSH keys (if they're provided), or if I'm meant to generate them from the Vagrant box and add them to the ubuntu user without being able to access the account.

This depends on the Vagrant box that you used. Some boxes configure a vagrant account, not ubuntu. The box that I used was the official one from Canonical.

I was unaware of the nuance around Vagrant boxes - I assumed they'd act in a uniform way! Thanks for the help; in actual deployment I think I'm most likely to use Docker.
I've been enjoying the book, and meant to say such in Limerick - maybe elsewhere later this year.


Last release (v0.39.8) missing boardgame.io/server package

I was trying to upgrade FBG to v0.39.8 but it seems like it is missing the server package:
Error: Cannot find module 'boardgame.io/server'

on https://github.com/freeboardgames/FreeBoardGames.org/blob/7e26b4125fe3f9722b54d4479c11606fc52739f5/server/bgio.ts#L4
it does indeed seem to be missing from node_modules:
flamecoals@flamecoals-desktop:~/playground/FreeBoardGames.org$ ls node_modules/boardgame.io/
ai  client  core  debug  dist  internal  LICENSE  master  multiplayer  node_modules  package.json  plugins  react  react-native  README.md

but the tutorial still says to import this module:
https://boardgame.io/documentation/#/multiplayer?id=setting-up-the-server
It was working fine on v0.39.4

I tweaked how the server was bundled in #622 and it looked like it was working in my machine, but I’m just realising that I didn’t update files in package.json, so the server wasn’t included on release. Thanks for opening this!


Updating dbt-duckdb imports to fix CI pipeline

As part of #66 it was noticed that tox was failing to run. A manual trigger of the CI pipeline here also showed this behaviour. This is likely due to this commit in dbt-duckdb which was released as part of v1.4.2 last week. Our setup.py permits patch version upgrades of dbt-duckdb.
This PR updates the imports for dbt-duckdb to reflect the changes made in last weeks release.

@pgoslatara : I am afraid it will not be an easy fix. We need more time to investigate this

@JCZuurmond No worries, thanks for taking a look. I tried and got nowhere 😢!


fonttosfnt: 1.2.1 -> 1.2.2

https://lists.x.org/archives/xorg-announce/2021-June/003093.html
The reason I'm updating so quickly (and abusively coerced upstream into releasing) is that I want to replace fontforge with fonttosfnt in the derivation for dina-font, now that all spacing bugs seem to be fixed.
Sorry about the large diff for tarballs.list, it seems like the last commit introduced its own formatting (@lourkeur, maybe you need to tell your formatter to ignore generated files?).
@rnhmjoj @TredwellGit
Things done

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

[X] NixOS
[ ] macOS
[ ] other Linux distributions

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

[X] Fits CONTRIBUTING.md.

Tested on at least one font.

https://github.com/NixOS/nixpkgs/pull/126366 was merged, so I find the large diff weird.

The update script generates derivations with callPackage on the same line as the arguments list. That commit breaks those lines, probably because of some automatic formatting. It probably went unseen because the diff was huge anyway (the change affected the whole file).

Result of nixpkgs-review pr 126906 at f4eb839c run on aarch64-linux 1

1 package marked as broken and skipped:

woeusb

2 packages failed to build:

grub2_pvgrub_image
grub2_xen

10 packages built successfully:

cherry
creep
efont-unicode
envypn-font
grub2 (grub2_full ,grub2_light)
grub2_efi
siji
ucs-fonts
unifont
xorg.fonttosfnt

Note that build failures may predate this PR, and could be nondeterministic or hardware dependent.
Please exercise your independent judgement. Does something look off? Please file an issue or reach out on IRC.

The two grub failures predate this PR.
I've added the license attribute as suggested, should I also add myself as maintainer? It seems like only one xorg package has a maintainer, is there some other way of keeping track of maintainership in this package set?

@lourkeur, maybe you need to tell your formatter to ignore generated files?

I absolutely do, I have a pre-commit-hook with nixpkgs-fmt, sorry about that.

No worries!


⚠ Bofrost.com has degraded performance

In e21e00a, Bofrost.com (https://www.bofrost.com) experienced degraded performance:

HTTP code: 200
Response time: 559 ms

Resolved: Bofrost.com performance has improved in 68e84ff after 6 minutes.


Frosting globs should collide with walls, background

This should help the game feel snappy and fun, providing some visual feedback when the player's playing well.
-collide with walls
-detects wall collisions
-applies texture
-corners?
-collide with bg
-playfield
-next piece display

I didn't make the frosting collide with the next piece display. The mechanisms are all in place to add it, but it seems unnecessary and would add a little extra processing and extra code.


Fix wasm queries on classic

Codecov Report

Merging #29 (478bb74) into main (fd09339) will increase coverage by 0.09%.
The diff coverage is 0.00%.

@@            Coverage Diff             @@
##             main      #29      +/-   ##
==========================================
+ Coverage   57.57%   57.66%   +0.09%
==========================================
  Files         205      205
  Lines        8167     8152      -15
  Branches      608      606       -2
==========================================
- Hits         4702     4701       -1
+ Misses       3429     3415      -14
  Partials       36       36

Impacted Files
Coverage Δ

src/client/lcd/api/WasmAPI.ts
37.28% <0.00%> (+6.20%)
:arrow_up:

:mega: We’re building smart automated test selection to slash your CI/CD build times. Learn more


Update references from Cloud Logging to Stackdriver Logging

Per: https://github.com/GoogleCloudPlatform/gcloud-common/issues/147

/cc @sharbison3

LGTM


Make ATS buildable with BoringSSL again

I realized that master is not buildable with BoringSSL. Do we still support BoringSSL?
With this patch, it will be buildable but OCSP stapling won't be available with BoringSSL because the APIs for OCSP are completely different.

Filed an issue for OCSP stapling. #3748


Using the binary path makes the databases less portable

At the moment, the binary path is extracted from the database in question and that path is used to keep the persistent storage.  This creates issues if the database is shared, but not the original binary (as can happen with IDA, for example).  This is more noticeable where it may be impracticable to create similar directory structures (such as from windows to mac).  This will cause a failure when loading a project:
INFO | 2022-08-09 12:00:59,583 | binsync.common.ui.config_dialog | Client has connected to sync repo with user: ####.
Traceback (most recent call last):
  File "/tmp/binsync/binsync/common/ui/config_dialog.py", line 184, in _on_ok_clicked
    saved_config = self.save_config()
  File "tmp/binsync/binsync/common/ui/config_dialog.py", line 245, in save_config
    return config.save()
  File "/tmp/binsync/binsync/data/configuration.py", line 21, in save
    with open(self.path, "w") as fp:
FileNotFoundError: [Errno 2] No such file or directory: <windows-path-from-ida-file>

I understand the reason for tying it to the binary, since this is common across all the backends (angr, binja, IDA, etc).  Unfortunately it appears difficult to override since the persistent project settings are what's being stored in that path (which fails) so there's no way to tell the project to use a different path before it looks there (even if you provide full details in the configuration dialog).
I'd suggest error verification for attempts to read/write to paths that don't exist and also that project persistent configurations are written somewhere reliable, either into the repo itself, or where the database that's been opened lives (rather than where it says its source binary lived).  It may also be possible to check for the file existence and return None if it's not present, in ida's compat.get_binary_path() but I don't know where else that method is used, so it might have unintended consequences?  I'm not sure which of those are feasible, but happy to test any suggestions...  5:)
https://github.com/angr/binsync/pull/86/files#diff-adf5477db2fb5dc1210d5a783d5fed8fd8cba544eee5f8c0123d098b8bab8f3cR420

@ikelos Ah yes, I as this issue ones in defcon quals. Thanks for making an issue for it I forgot to document that it happened so someone.
The fundamental problem here is our reliance on the binary, which I agree is not ideal. Even in ghidra and binja, you can use their database file without having the original binary anymore... so we need a way around this.
Fortunately, I think I know a path to fixing this rather easily. At the end of the day, all we really need is the binary's hash to validate you have the same binary. Even if this does not work, we should not crash.

Forgot I should also give credit to @WGibbs15 for finding this bug in quals lol

@ikelos alright this bug should be fixed in master with the pr of #177, Try it then, I'll reopen this issue if it still does not work :)

Yep, looks to have sorted the errors, thanks!  I'm not sure the configuration is persistent, I couldn't find a hidden .conf file in either the git repo or where the database is, but I can cope with that as long as it lets me get further with the syncing...  5:)


Add subscription support

Is there any provision for adding subscript support to SPQR?

Not immediately, as graphql-java itself still doesn't support this feature. But, we are looking into it in graphql-java project, and once subscriptions are added there, I'll make sure SPQR supports them too.

graphql-java 6 adds subscription support, so SPQR now has it too in master, committed as a part of #22 .

v0.9.5 ships with the support for subscriptions via the new @GraphQLSubscription annotation. See here for a simple usage example.


[RELEASE] Pin eventing branch to 'release-0.15'.

/hold
waiting for eventing 0.15 to be released!

/unhold

/lgtm
/approve


The user avatar does not update, if avatar is uploaded from another device, unless user logout and login again.

Login into STG 'https://staging.fightpandemics.work' using valid credentials from Desktop
Navigate to user profile and upload the avatar.
Open FP - STG on the mobile, and user is already logged in on its mobile device with same account.

Issue: You will observe that the user avatar is not updated on the left navigation pop up, though it is already updated on the profile and post. User needs to logout and login again to sync the navigation sidebar and profile avatar. i.e. the session need to be reset.
Refer below GIF

This issue exist for users who keeps the session active multiple devices. mainly on mobile as we have to display user avatar on profile page and left navigation sidebar.

@manualzuru observed the same issue in PROD, but the issue doe not fix for him after logout and login.
He also uploaded the avatar from the laptop.
Below is the GIF shared by him in #testing channel.

This issue is no longer reproducible, hence closing this one.

This issue is no longer reproducible, hence closing this one.


Fix provider-extension script for custom seed name

How to categorize this PR?

/kind bug
What this PR does / why we need it:
When we start the provider-extension setup with a custom seed name, It fails with
cat: /Users/<user>/go/src/github.com/gardener/gardener/example/provider-extensions/seed/registrydomain: No such file or directory

This PR fixes this error by using the correct path for registry domain file.
Which issue(s) this PR fixes:
Fixes #
Special notes for your reviewer:
Release note:

NONE

👍
/lgtm
/approve


@config params not found

Hi there, I can't tell if this is an issue with the mysql cookbook or my architecture. I'm deploying a mysql instance with this.
I followed the basic example you guys have in the readme, with one small modification since it couldn't find the my.cnf.erb in the mysql cookbook, I placed it in my digitalocean cookbook templates folder.
Then when I ran it, I got this output. It can't find the @config.anything. At first, it was @config.name, which should default to the resource name 'default'. I tried using the config_name to force it and it still failed. Then I removed any reference to @config.name and it just went to the next @config parm in the template @config.charset, also not found.
I assumed that this meant it could not find anything in the @config instance.
Any help to get me going on this would be great.
Thanks.

Hi.
The mysql_config resource is just a wrapper around the template resource that calculates the path of the conf.d directory so you don't have to.
You need to bring your own config.
Look in the test fixtures for examples.
https://github.com/opscode-cookbooks/mysql/tree/master/test/fixtures/cookbooks
Is there a way I could reword the README so that this is more clear?
-s

I'm having the same issues.
When I leave out the mysql_config part, the recipe works, but I can't get my mysql-server running, because there's is no my.cnf file.
When i leave it in, i get the same config-variable errors:
this is my config:
mysql_service 'default' do
port '3306'
version '5.5'
initial_root_password 'ch4ng3m3'
action [:create, :start]
end
mysql_config 'default' do
source 'my.cnf.erb'
instance 'localhost'
notifies :restart, 'mysql_service[default]'
action :create
end

You're supposed to bring your own template source for the mysql_config
resource... the my.cnf.erb in the mysql cookbook is for internal use by the
mysql_service resource.
please see test/fixtures/cookbooks for examples.
On Thu, Jan 15, 2015 at 11:05 AM, ernie58<EMAIL_ADDRESS>wrote:

I'm having the same issues.
When I leave out the mysql_config part, the recipe works, but I can't get
my mysql-server running, because there's is no my.cnf file.
When i leave it in, i get the same config-variable errors:
this is my config:
mysql_service 'default' do
port '3306'
version '5.5'
initial_root_password 'ch4ng3m3'
action [:create, :start]
end
mysql_config 'default' do
source 'my.cnf.erb'
instance 'localhost'
notifies :restart, 'mysql_service[default]'
action :create
end
—
Reply to this email directly or view it on GitHub
https://github.com/chef-cookbooks/mysql/issues/277#issuecomment-70109001
.

Thx for the help. I've looked into the fixtures and updated my recipes, their identical to the fixtures now. Everything installs fine, but I still have one problem. When I ssh into my node I can't start the mysql server.
vagrant@packer-virtualbox-iso:~$ sudo /etc/init.d/mysql start
[warn] /etc/init.d/mysql: WARNING: /etc/mysql/my.cnf cannot be read. See README.Debian.gz ... (warning).

Apparently there is no my.cnf, so I'm guessing I'm still doing something wrong in my recipe?

You need /etc/mysql-<instance_name>/mysql start
From your recipe...  /etc/mysql-default/mysql start
-s
On Fri, Jan 16, 2015 at 4:50 AM, ernie58<EMAIL_ADDRESS>wrote:

Thx for the help. I've looked into the fixtures and updated my recipes,
their identical to the fixtures now. Everything installs fine, but I still
have one problem. When I ssh into my node I can't start the mysql server.
vagrant@packer-virtualbox-iso:~$ sudo /etc/init.d/mysql start
[warn] /etc/init.d/mysql: WARNING: /etc/mysql/my.cnf cannot be read. See
README.Debian.gz ... (warning).

Apparently there is no my.cnf, so I'm guessing I'm still doing something
wrong in my recipe?
—
Reply to this email directly or view it on GitHub
https://github.com/chef-cookbooks/mysql/issues/277#issuecomment-70230835
.

Hi, I am in the same situation now.
When I try to connect to mysql
$ mysql
ERROR 2002 (HY000): Can't connect to local MySQL server through socket '/var/run/mysqld/mysqld.sock' (2)

$ sudo service mysql-default status
mysql-default is running

$ sudo su
$ cat /etc/mysql-default/my.cnf

# Chef generated my.cnf for instance mysql-default

[client]
default-character-set          = utf8
port                           = 3306
socket                         = /run/mysql-default/mysqld.sock

[mysql]
default-character-set          = utf8

[mysqld]
user                           = mysql
pid-file                       = /run/mysql-default/mysqld.pid
socket                         = /run/mysql-default/mysqld.sock
bind-address                   = <IP_ADDRESS>
port                           = 3306
datadir                        = /var/lib/mysql-default
tmpdir                         = /tmp
log-error                      = /var/log/mysql-default/error.log
!includedir /etc/mysql-default/conf.d

[mysqld_safe]
socket                         = /run/mysql-default/mysqld.sock

$ cd  /run/mysql-default/
$ ls
mysqld.pid  mysqld.sock

How can I connect to the mysql console?
The mysql command is trying to check at this path '/var/run/mysqld/mysqld.sock' but it is a mysql-default instance that is started with a sock file at '/run/mysql-default/mysqld.sock'

This works for me:
mysql -h <IP_ADDRESS> -u root -p******* -P3306

thanks it worked.
this worked too:
mysql --socket=/run/mysql-default/mysqld.sock -u root -p


Investigate memory leak

My app using lettuce died today because of full heap triggerring full GC all the time. Heap dump shows that 90% of the old gen (1.8 GB) was taken by Netty event loop group full of io.netty.channel.AbstractChannelHandlerContext$WriteAndFlushTasks.

I've got suspicion that connection to Redis got reset or broken and that's why the heap got filled with write tasks.
Have you encountered similar problems or have any idea what's causing the issue?

Hi,
I haven't run into such an issue yet. Have you checked the logs for what happened? lettuce usually logs unexpected disconnects.
Usually, when the connection is broken, commands get buffered in the CommandHandler with AsyncCommand as top-level item until the reconnect retries all commands. It might be an issue related to back-pressure that you're producing more commands than netty is able to send.
It could also be that the EventLoop used by netty for this particular channel is busy/blocked and this could be an explanation why the channel can't keep up with sending. Do you also have a Thread dump?
You can limit the queue size of commands that should get written using ClientOptions but that's just a patch that protects your application but does not solve the issue.

Logs had nothing suspicious inside - no entries on any connection reset nor broken. Unfortunatelly I didn't take thread dump - my bad. It could have answered the question whether something blocked EventLoopGroup, I'll be monitoring this and also will review other uses of EventLoopGroup since we share one between Lettuce and other tasks.

Maybe you want to create a ticket at https://github.com/netty/netty. I think that could be of interest for those guys.

Any update on this ticket?

We are still investigating and will probably sunset Redis in favor of Hazelcast anyway. The pitty is Lettuce won't work with epoll and this for sure makes Netty produce more garbage.

@przemyslaw-elias did you happen to solve the Netty Event group issue?

I can't remember now. I think it could have been related to Redis server closing connections after short time.


Graceful shutdown info

What are your changes?
What type of changes does your doc introduce?

[ ] Bug fix
[x] New feature

What is the urgency level of this change?

[ ] Blocker
[ ] High
[x] Medium

I have completed these items:

[ ] I have tested all commands and code snippets.
[ ] I have built locally and tested for broken links and formatting.
[ ] I have made this change for all affected versions (e.g. 1.7, 1.8, and 1.9).
[ ] My doc follows the style guide: https://github.com/dcos/dcos-docs#contributing.

Ping @emanic, @sascala, or @joel-hamill for reviewing pull request changes.
If you included a comment with your commit, it appears here:

I don't think users will be able to feasibly use this today. The MAintenance api is hard to use (took me over a day with communication to the people who implemented it to get a simple usage working). It also requires every DC/OS service installed on a cluster to support Maintenance Primitives and have properly set Mesos Kill Polcies, two things we don't enforce in the universe today, and don't do by default inside of marathon apps.
The instructions very in what they do. The first one is a command sent to mesos master directly (which in a "secure" cluster is non-trivial), the second is things that needed to be happening when launching apps for every app on a node (not when trying to gracefully shutdown the node). The third is when writing apps.
The last two are the actual "graceful" shutdown steps. The 21 minute window given isn't correct if a node is properly removed. The proper removal is once all tasks have left the agent as desired run systemctl kill -s SIGUSR1 dcos-mesos-slave (See https://github.com/dcos/dcos-docs/blob/6d20498e1c254fec5505191035e572bae6d6a311/1.8/administration/installing/cloud/aws/upgrading.md "deleting agent nodes" or something similar)
To me it feels like the instructions should be broken into two parts. First the "prerequisites" and second how to gracefully shutdown a node.
Prerequisites for getting graceful shutdown:

All Service on the cluster must support Mesos Maintenance Primitives and use KillPolicies
All Apps launched via marathon must have a graceful mesos Kill Policy set

Gracefully shutting down a node.

Submit a "maintenance window" for the node to mesos (Note: This api is hard to use, produceful no useful error messages when used in ways people didn't think they were using it). https://github.com/dcos/dcos/blob/master/packages/dcos-integration-test/extra/resiliency/test_aws_cf.py#L52 has an example of using the maintenance API. It takes multiple api calls to bring an agent down. First you have to make a "schedule" of the maintenance. That requires that you give a timestamp in nanoseconds (ideally in the future if we want graceful shutdown to work) of when the maintenance window on the agent will start, as well as (potentially) a timestamp when it should end. This needs to have the host identified hte same way it identified itself when registering to mesos (pseudo-standardized in DC/OS but not guaranteed). Once the maintenance schedule is created, then during the maintenance window call /machine/down to start the maintenance.
Watch for the tasks vacate the agent
ssh to the agent, and do a clean agent shutdown using systemctl kill -s SIGUSR1 dcos-mesos-slave if it's a private agent or  systemctl kill -s SIGUSR1 dcos-mesos-public-slave (See https://github.com/dcos/dcos-docs/blob/6d20498e1c254fec5505191035e572bae6d6a311/1.8/administration/installing/cloud/aws/upgrading.md "deleting agent nodes", might exist in other places)
The mesos agent should be fully removed from the cluster. Other agents can be done as desired. Be sure to try and not violate appliaction failure requirements (taking out more replicas of an app than it can handle before it has fully re-replicated).

If there's a decision to go on with this @jmlvanre needs to review it, he worked a lot on maintenance primitives in mesos

@spahl please make the call on this

@adam-mesos do you have thoughts on this?

I wasn't aware that we were planning to document/recommend the maintenance primitives until we had better framework support and better dcos integration. If you haven't hand testing these instructions, I would be very reluctant to publish them.
I defer to @kaysoky and @jmlvanre for technical details, whenever we are ready to document it.


Wizard v2

Sample output:

non-cloudshell output -- this one is slightly outdated but you get the idea
cloudshell output

resolves #522
resolves #550
resolves #552
resolves #553
resolves #554
resolves #555
resolves #557

Thanks for the review!


Moving a snippet of code to a better place

As part of creating graph, None arguments are removed. This works as expected, but when generate_np is called in a loop, graph will be constructed only during first iteration. So further calls to generate_np can contain None arguments(as they were removed in function construct_graph) which result in following code to throw error:
        for name in feedable:              feed_dict[new_kwargs[name]] = feedable[name]
None arguments should be removed for every call to generate_np so that a single class instantiation could be used.

@goodfeli I think there is some problem with the build setup. Can you please check?

Looks like the Travis build doesn't specify a version for google-cloud. I think this project got updated with an API-breaking change recently. I'm trying to fix this here: https://github.com/tensorflow/cleverhans/pull/482

The build is fixed now. I restarted the build for this PR.

@carlini can you review this one?

@carlini
The problem is with calling generate_np multiple times in a loop. For the first iteration the construct_graph  will be called, it will not be called after that because of hask_key. All the other generate_np calls will have kwargs with some unused arguments too, which will not be deleted(deletion is part of construct_graph). These arguments throw errors while creating the feed_dict. I had proposed a remedy for that but I think removing it from construct_graph is not safe.
I agree with you that removing unused arguments will cause errors when we call construct_graph from different paths where the deletion is not done. An alternative could be, to check for unused arguments while creating feed_dict  in this line.
         for name in feedable:              feed_dict[new_kwargs[name]] = feedable[name]
Also some paths could be using the unused arguments as control variable, so deletion in construct_variables is not safe.

Yeah, I understand the error case.
It seems like putting the deletion in construct_graph is where we want it, though, because not everyone uses generate_np. For example, if you use generate it still needs to delete the extra arguments.

I added a snippet in generate_np to fix the error without any modification to construct_graph. This will have minimum implications and still fixes the error.

Sounds good.


PR: Add possibility to disable history logging

Description of Changes

[x] Wrote at least one-line docstrings (for any new functions)
[ ] Added unit test(s) covering the changes (if testable)

[x] Included a screenshot or animation (if affecting the UI, see Licecap)

Added the possibility to disable history logging.

By design this is always enabled when starting Spyder. I thought about adding a configuration option for it and storing upon exit. However, it seems to be a potential source of issue reports... Also, I added it as a button for easy access (adding it to the corner menu may be a possibility, but then it seems like one may just as well not add it...). To make it a bit more clear I used two different icons. Maybe one can make it even more clear by, say, a red cross above it when disabled, but I'm not really a GUI designer (nor a programmer...).
There are also tool tip texts that changes from "History logging enabled" to "History logging disabled".
Not sure how to write a test for this. I could not find any tests for the history logging in the IPython console, so nothing to really copy for modification...
Issue(s) Resolved

Fixes #716
Affirmation
By submitting this Pull Request or typing my (user)name below,
I affirm the Developer Certificate of Origin
with respect to all commits and content included in this PR,
and understand I am releasing the same under Spyder's MIT (Expat) license.

I certify the above statement is true and correct: Oscar Gustafsson/@oscargus

Just learnt about #7141. If that is merged, I belive that this PR will not be any useful (will not work) anymore. I'll wait with closing it until #7141 is merged though.

Sorry to make you waste your time, but the plan is to merge #7141 in beta5 (to be released next month).
After that, you could reimplement this using IPython config system, like we do here:
https://github.com/spyder-ide/spyder-kernels/blob/master/spyder_kernels/console/start.py#L100
But for that, we also need to merge first the improvements @impact27 has done to our kernel communication architecture, which I hope to do next week.


Rename disabled to enabled

To be consistent with benbalter/jekyll-titles-from-headings#25, benbalter/jekyll-relative-links#28 and benbalter/jekyll-readme-index#8,

Nice! Thanks for this. 🥇


626 | Exchange Seats | SQL

Add some Databases to the mix - Challenge 626
What will change - The challenge no. 626 from the Databases category will be added
Type of Issue

[x] Adding New Code
[ ] Improving Code
[ ] Improving Documentation
[ ] Bug Fix

Programming Language

[ ] Python
[ ] C++
[ ] Java
[x] MySQL

Self Check

Ask for issue assignment before making Pull Request.
Add your file in the proper folder
Clean Code and Documentation for better readability
Add Title and Description of the program in the file

:star2: Star it :fork_and_knife:Fork it :handshake: Contribute to it!
Discord server ✉ - https://discord.gg/Ftbj4a
Happy Coding,
JOKUE2002

I would love to make the start with this SQL-Challenge.

Good Going @JOKUE2002 .

[x] Assigning to @JOKUE2002

@JOKUE2002  Just Make Sure you make a new directory.

Sure 👍


Game crashes after load saying "java.lang.ExceptionInInitializerError: null"

crash-2021-01-09_17.40.08-fml.txt
Crash Report

Were you trying to compile the master branch yourself?

Yeah..?

Yeah..?

Alright, we'll look in to it. Just keep in mind that the master branch is the branch that is under development so there are expected to be bugs and issues.

Alright, we'll look in to it. Just keep in mind that the master branch is the branch that is under development so there are expected to be bugs and issues.

Oh, and I forgot to say, thanks.

Oh, and I forgot to say, thanks.


Error: brew cask is no longer a brew command

Wiki Page URL
https://github.com/ArchiveBox/ArchiveBox/wiki/Install#macos
Suggested Edit
Replace line:
brew cask install chromium  # Skip this if you already have Google Chrome/Chromium installed in /Applications/
to read:
brew install --cask chromium # Skip this if you already have Google Chrome/Chromium installed in /Applications/

Note: On macOS Sonoma 14.2.1 with Homebrew 4.2.2-4-g080e61f, running brew cask install shows an error. This is the output from Terminal:

❯ brew cask install chromium
Error: `brew cask` is no longer a `brew` command. Use `brew <command> --cask` instead.
❯ brew install --cask chromium
==> Downloading https://raw.githubusercontent.com/Homebrew/homebrew-cask/f2521f996a4139e7b0ce40a912b4d70dfd8f21a9/Cask
############################################################################################################### 100.0%
==> Downloading https://download-chromium.appspot.com/dl/Mac_Arm?type=snapshots
==> Downloading from https://commondatastorage.googleapis.com/chromium-browser-snapshots/Mac_Arm/1241878/chrome-mac.zi
############################################################################################################### 100.0%
Warning: No checksum defined for cask 'chromium', skipping verification.
==> Installing Cask chromium
==> Moving App 'Chromium.app' to '/Applications/Chromium.app'
==> Linking Binary 'chromium.wrapper.sh' to '/opt/homebrew/bin/chromium'
🍺  chromium was successfully installed!

fixed, thanks!


Sponsor Offer management

As a sponsor I need to be able to set and edit offer description and rules, so I can provide clear and up-to-date information to donors.
US Size: XL
Tasks:

[ ] Design views. @murillojorge
[ ] Instructive copy @ldrojas
[x] Offers management listing view CRUD. @JustinCast
[x] Edit view. @JustinCast
[x] Update DB model, Hasura, Happi. @JustinCast

Elements (*required):

[x] Type*: Sponsors can select offer types: discount, gift, benefit, other

[x] Token value*: Sponsors can redeem limited or unlimited tokens.

[x] Expiration date*: Sponsors can redeem on a specific interval.

[x] Active*: Sponsors can enable or disable offers.

[x] Online*: Sponsors can create online-only offers.

[x] Description*: Sponsors can describe their offers.

[x] Images: Sponsors can link to multiple images.

[x] Sponsors can delete offers.

[x] Sponsors can create new offers.

[x] Sponsors can set multiple offers.

[x] Sponsors can modify the offers after launch.

Miscellaneous

@murillojorge and @ldrojas We need to get our part done to complete this task.

Design will be handled with issue #256


fix(tft): parallel-safe a few edge cases

LGTM but I'll let @bharathkkb review this since he did that last one and has better context.


Add Ascend NPU accelerator support

What this PR do?
According to the review of the previous PR(see), if i want to use Ascend NPUs to train 🤗 Transformers models, the support should be added in Accelerate first and then will come in the Trainer for free.
This PR will support Ascend NPU accelerator：

Sample config after running the accelerate config command:

compute_environment: LOCAL_MACHINE
deepspeed_config: {}
distributed_type: multi-NPU
downcast_bf16: 'no'
fsdp_config: {}
machine_rank: 0
main_process_ip: null
main_process_port: null
main_training_function: main
mixed_precision: 'no'
num_machines: 1
num_processes: 8
use_cpu: false

run nlp_example.py with NPUs.

time accelerate launch  nlp_example.py

compare with A100

Device
Training+Evaluation Time(seconds)
Accuracy post training %

NPUs(8-cards)
67s
77.70

A100-80G(8-cards)
55s
75.74

Below are the output logs:
Found cached dataset glue (/root/.cache/huggingface/datasets/glue/mrpc/1.0.0/dacbe3125aa31d7f70367a07a8a9e72a5a0bfeb5fc42e75c9db75b96da6053ad)
100%|██████████████████████████████████████████████████████████████████████████| 3/3 [00:00<00:00, 712.59it/s]
Loading cached processed dataset at /root/.cache/huggingface/datasets/glue/mrpc/1.0.0/dacbe3125aa31d7f70367a07a8a9e72a5a0bfeb5fc42e75c9db75b96da6053ad/cache-4000ef9af4a1aaa0.arrow
Loading cached processed dataset at /root/.cache/huggingface/datasets/glue/mrpc/1.0.0/dacbe3125aa31d7f70367a07a8a9e72a5a0bfeb5fc42e75c9db75b96da6053ad/cache-31fde3331ae1cb26.arrow
Loading cached processed dataset at /root/.cache/huggingface/datasets/glue/mrpc/1.0.0/dacbe3125aa31d7f70367a07a8a9e72a5a0bfeb5fc42e75c9db75b96da6053ad/cache-f2650fc966d327c7.arrow
Found cached dataset glue (/root/.cache/huggingface/datasets/glue/mrpc/1.0.0/dacbe3125aa31d7f70367a07a8a9e72a5a0bfeb5fc42e75c9db75b96da6053ad)
100%|██████████████████████████████████████████████████████████████████████████| 3/3 [00:00<00:00, 687.29it/s]
Loading cached processed dataset at /root/.cache/huggingface/datasets/glue/mrpc/1.0.0/dacbe3125aa31d7f70367a07a8a9e72a5a0bfeb5fc42e75c9db75b96da6053ad/cache-4000ef9af4a1aaa0.arrow
Loading cached processed dataset at /root/.cache/huggingface/datasets/glue/mrpc/1.0.0/dacbe3125aa31d7f70367a07a8a9e72a5a0bfeb5fc42e75c9db75b96da6053ad/cache-31fde3331ae1cb26.arrow
Loading cached processed dataset at /root/.cache/huggingface/datasets/glue/mrpc/1.0.0/dacbe3125aa31d7f70367a07a8a9e72a5a0bfeb5fc42e75c9db75b96da6053ad/cache-f2650fc966d327c7.arrow
Some weights of the model checkpoint at bert-base-cased were not used when initializing BertForSequenceClassification: ['cls.seq_relationship.bias', 'cls.predictions.bias', 'cls.predictions.transform.dense.bias', 'cls.predictions.decoder.weight', 'cls.predictions.transform.dense.weight', 'cls.seq_relationship.weight', 'cls.predictions.transform.LayerNorm.weight', 'cls.predictions.transform.LayerNorm.bias']
- This IS expected if you are initializing BertForSequenceClassification from the checkpoint of a model trained on another task or with another architecture (e.g. initializing a BertForSequenceClassification model from a BertForPreTraining model).
- This IS NOT expected if you are initializing BertForSequenceClassification from the checkpoint of a model that you expect to be exactly identical (initializing a BertForSequenceClassification model from a BertForSequenceClassification model).
Some weights of BertForSequenceClassification were not initialized from the model checkpoint at bert-base-cased and are newly initialized: ['classifier.weight', 'classifier.bias']
You should probably TRAIN this model on a down-stream task to be able to use it for predictions and inference.
Some weights of the model checkpoint at bert-base-cased were not used when initializing BertForSequenceClassification: ['cls.predictions.decoder.weight', 'cls.seq_relationship.weight', 'cls.seq_relationship.bias', 'cls.predictions.transform.LayerNorm.weight', 'cls.predictions.bias', 'cls.predictions.transform.LayerNorm.bias', 'cls.predictions.transform.dense.weight', 'cls.predictions.transform.dense.bias']
- This IS expected if you are initializing BertForSequenceClassification from the checkpoint of a model trained on another task or with another architecture (e.g. initializing a BertForSequenceClassification model from a BertForPreTraining model).
- This IS NOT expected if you are initializing BertForSequenceClassification from the checkpoint of a model that you expect to be exactly identical (initializing a BertForSequenceClassification model from a BertForSequenceClassification model).
Some weights of BertForSequenceClassification were not initialized from the model checkpoint at bert-base-cased and are newly initialized: ['classifier.bias', 'classifier.weight']
You should probably TRAIN this model on a down-stream task to be able to use it for predictions and inference.
[W LegacyTypeDispatch.h:79] Warning: AutoNonVariableTypeMode is deprecated and will be removed in 1.10 release. For kernel implementations please use AutoDispatchBelowADInplaceOrView instead, If you are looking for a user facing API to enable running your inference-only workload, please use c10::InferenceMode. Using AutoDispatchBelowADInplaceOrView in user code is under risk of producing silent wrong result in some edge cases. See Note [AutoDispatchBelowAutograd] for more details. (function operator())
[W LegacyTypeDispatch.h:79] Warning: AutoNonVariableTypeMode is deprecated and will be removed in 1.10 release. For kernel implementations please use AutoDispatchBelowADInplaceOrView instead, If you are looking for a user facing API to enable running your inference-only workload, please use c10::InferenceMode. Using AutoDispatchBelowADInplaceOrView in user code is under risk of producing silent wrong result in some edge cases. See Note [AutoDispatchBelowAutograd] for more details. (function operator())
You're using a BertTokenizerFast tokenizer. Please note that with a fast tokenizer, using the `__call__` method is faster than using a method to encode the text followed by a call to the `pad` method to get a padded encoding.
You're using a BertTokenizerFast tokenizer. Please note that with a fast tokenizer, using the `__call__` method is faster than using a method to encode the text followed by a call to the `pad` method to get a padded encoding.
epoch 0: {'accuracy': 0.6862745098039216, 'f1': 0.8134110787172011}
epoch 1: {'accuracy': 0.7598039215686274, 'f1': 0.8382838283828382}
epoch 2: {'accuracy': 0.7769607843137255, 'f1': 0.848585690515807}

real	1m7.440s
user	5m23.423s
sys	0m58.491

about Ascend NPU
Ascend NPU is a AI processor that support AI frameworks like PyTorch, TensorFlow, etc. So, i think its possible run Transformers/Accelerate on NPUs to train foundation model. Their website: https://www.hiascend.com/en/

The docs for this PR live here. All of your documentation changes will be reflected on that endpoint.

@sgugger  Good day. Could you please review this PR

@statelesshz can you solve the merge conflict please? :) Otherwise I'm running through the slow tests now, if those all pass and the merge conflict is resolved we're good! ✔

@statelesshz can you solve the merge conflict please? :) Otherwise I'm running through the slow tests now, if those all pass and the merge conflict is resolved we're good! ✔
Edit: can confirm that the tests pass, so let's go ahead and fix that merge conflict great job!

The docs for this PR live here. All of your documentation changes will be reflected on that endpoint.

Great work! Thanks!


Simulators, Loggers, Generic Circuit interface

[x] Implement simulators to run and train the circuits in tensorflow-quantum
[x] Write the state vector version without training
[x] Write the density matrix version without training
[x] Allow cross backend compatibility between cirq and qiskit

This also works quite a lot towards #2.


LDAP will be faded out, but LDAPS instead?

In another word, LDAP will not be in use anymore?

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

ID: d5db8802-afa2-017d-d898-46653a641ba7
Version Independent ID: 23f9dca4-94a1-0803-e038-cf80bce83fc0
Content: Domain controller LDAP server signing requirements (Windows 10)
Content Source: windows/security/threat-protection/security-policy-settings/domain-controller-ldap-server-signing-requirements.md
Product: w10
Technology: windows
GitHub Login: @Dansimp
Microsoft Alias: dansimp

@officedocsbot assign @jvsam

Hello @earth0102, thank you for your question. Just to clarify, is this a feedback regarding the accuracy of this documentation? If yes, it will help if we know what specific improvements you are suggesting or what you think needs clarification. Otherwise, if you are asking if LDAP is supported, I would presume it may be related to this statement or the suggested Best Practices?

Client device that do not support LDAP signing cannot run LDAP queries against the domain controllers.

Yes, clients that do not support LDAP signing, as mentioned in this doc, will be unable to execute LDAP queries against the domain controllers. If you need more technical details, I encourage you to contact Windows Support. There are also other support resources that you can explore like the Microsoft Tech Community or the Technet forums where you can post your question and get help from the community.
Kindly keep us informed if you find any relevant information that can be incorporated into this documentation. Our main goal here is to ensure users have the best Windows 10 experience by providing useful, accurate and up-to-date documentation.
Important - This Github site is used as a feedback system and is intended to help improve the quality of the technical documentation of Microsoft Docs through user contributions and feedback.

By the way @earth0102, these are link resources that may help:

2020 LDAP channel binding and LDAP signing requirement for Windows
ADV190023 | Microsoft Guidance for Enabling LDAP Channel Binding and LDAP Signing
Understanding LDAP Security Processing

Thank you.

Hello again @earth0102, we haven't heard or received any updates from you. We are hoping that the information we shared helped. We will now close this issue, however, feel free to re-open if you have suggestions or ideas to improve the quality of this documentation.
Thanks for being part of the Microsoft Docs community!

@officedocsbot close


Expand install instructions

Clarify Linux install, add brew for macOS from https://github.com/Homebrew/homebrew-cask/commit/cb524863b5338e3654c69d7673839ad47b5bc577

I'm not familiar with brew's definition file, but are you sure that .mysterium should be trashed? It contains the keystore and deleting it means that users may lose tokens unless they have backed it up to a different location.
https://github.com/Homebrew/homebrew-cask/pull/119364/files#diff-9c4391335c79b502a67fe595d2cbec638e05ea98c65a47f9acf341a42f197fc8R14
Also, I wouldn't add homebrew installer as a sole option for the macOS. The default choice should still be a direct download from the github.

I'm not familiar with brew's definition file, but are you sure that .mysterium should be trashed? It contains the keystore and deleting it means that users may lose tokens unless they have backed it up to a different location.

This is intentional, the zap stanza isn't invoked by default, however when used the idea is to remove all files associated with the cask. See here: https://docs.brew.sh/Cask-Cookbook#zap-stanza-purpose

Also, I wouldn't add homebrew installer as a sole option for the macOS. The default choice should still be a direct download from the github.

Done

Thanks for the contribution!


No way to test wayland programs

Describe the bug
While writing the test for plasma wayland, I've noticed the only test wayland session manager is the GNOME 3 one, and it does it by calling the JS internal API https://github.com/NixOS/nixpkgs/blob/c32ba28e67f809caa83a0f836bcc3d0bfcee98d1/nixos/tests/gnome3.nix#L47
Expected behavior
A set of python API, similar to the X11 ones, that can test wayland applications.
Notify maintainers
@peterhoeg please add this to the wayland project
@NixOS/nix-core

Hi,
There are very very simple tests for Wayland window managers available here:

nixos/tests/cagebreak.nix
nixos/tests/cage.nix

@berbiche  Both relies on OCR, on my understanding. Doesn't make it unreproducible?

I think pytesseract is being used for the OCR, which uses Google's tesseract engine. AFAIK it should produce reproducible result given the same image.

I'm closing this because there are Wayland tests (e.g. cage) and they were recently improved (fonts are important) and I think they're reproducible.
If they're not reproducible that's a bit of a problem, a separate ticket with more detail would be great if that's the case.


fix(sec): upgrade github.com/opencontainers/runc to

What happened？
There are 1 security vulnerabilities found in github.com/opencontainers/runc v1.1.2

CVE-2023-27561

What did I do？
Upgrade github.com/opencontainers/runc from v1.1.2 to  for vulnerability fix
What did you expect to happen？
Ideally, no insecure libs should be used.
The specification of the pull request
PR Specification from OSCS

Hello,
thanks for the contribution, but looks like go mod tidy should be executed too:
$ go mod tidy
$ git status
On branch oscs_fix_cjvguagau51vtpiu90bg
Changes not staged for commit:
  (use "git add <file>..." to update what will be committed)
  (use "git restore <file>..." to discard changes in working directory)
        modified:   go.mod
        modified:   go.su

CVE fix released in https://github.com/gruntwork-io/terragrunt/releases/tag/v0.51.6


Clarify falsy conditions for attribute description

In #1250, Evan clarifies what values are considered falsy, so updating the attribute description to reflect that and provide a little more clarity.

@sdras Thanks for initiating this! I made a minor modification to remove falsy altogether and tie the explanation to the example a little more. Feel free to merge if you agree with the change. 🙂

I see what you did there. Cool, I can dig it :)


Remove indentation for some code snippets

Purpose

Removes indentation on some code blocks for running this application. It was not consistent with other blocks in the same file.

Does this introduce a breaking change?

[ ] Yes
[x] No

Pull Request Type
What kind of change does this Pull Request introduce?

[ ] Bugfix
[ ] Feature
[ ] Code style update (formatting, local variables)
[ ] Refactoring (no functional changes, no api changes)
[x] Documentation content changes
[ ] Other... Please describe:

How to Test

Install ansible

$ pip install ansible[azure]

[Optional] Install ansible role

$ ansible-galaxy install Azure.azure_preview_modules
$ pip install -r ~/.ansible/roles/Azure.azure_preview_modules/files/requirements-azure.txt

Get the sample playbook

git clone https://github.com/Azure-Samples/ansible-playbooks.git
cd ansible-playbooks
git checkout [branch-name]

Test the code

ansible-playbook <filename>.yml

What to Check
Verify that the playbook is successfully run.
Other Information

@yuwzho This PR just the document format change, does this need maintainers review or not? Thanks!

@jamezrin Thanks for your contribution


Feature Request: Click on type inspections

I noticed that when I tried using ensime-sublime, that its possible to click on the type that is shown when doing type inspections (screenshot is described below)

As you can see, in sublime you can actually click on the type inspection (which will then open up the type definition in the new tab)

There are some UI things I would like to have as a "one-go" fix for this.

A command to lock the current inspection to the DOM so that it doesn't dissappear on mouse move. I think the IDE's have something similar, maybe F2 rings a bell in Eclipse. And esc to detach it.
We should then also use the short names (no packages on anything basically) and expand to fullNames on hover on the hover so to say. Seems ensime-sublime only use short names from the screenshot which in most cases is more readable, but I used the full names just because I needed the information and didn't have any extra UI to expand

A command to lock the current inspection to the DOM so that it doesn't dissappear on mouse move. I think the IDE's have something similar, maybe F2 rings a bell in Eclipse. And esc to detach it.

Would it be smarter to make the tooltip disappear on mouse/keyboard click rather than mouse move by default? I think thats what most people would say is sensible

We should then also use the short names (no packages on anything basically) and expand to fullNames on hover on the hover so to say. Seems ensime-sublime only use short names from the screenshot which in most cases is more readable, but I used the full names just because I needed the information and didn't have any extra UI to expand

If you do have click on popup type to go to inspection, then you probably don't need to the full path to the type since clicking on the type will open the file (which will display the full type via package definition)

Would it be smarter to make the tooltip disappear on mouse/keyboard click rather than mouse move by default? I think thats what most people would say is sensible

Well, the way ensime-sublime does it, this might make sense. In ensime-atom however, we show this tooltip all the time on mouse hover. So I think we gotta have a command to look a hover tooltip when it's displayed so it doesn't disappear when mouse is moved.
I'm working on this currently. I'm thinking a command (with default F2 binding) that is added temporarily to workspace when there's a type hover tooltip active. This command looks the tooltip so you can click links. It's basically just the way Eclipse (and scala-ide) does it. But they don't have links though.

Actually I was saying that if we are displaying clickable type hovers, we don't need to put the full type path in the popup since the person can just click on the type hover to open up its definition

Yup, but that's fixed too.


Not connecting to container

Hello! Not sure if I am not setting this up correctly, but the navigator is not getting attached under the correct container. It is going under the html body element no matter what I specify in options.
It also does not have any height or the correct positioning, which could be due to not having the correct container?
this.cy.navigator({
      container: this.cy.container(),
      viewLiveFramerate: 0,
      thumbnailEventFramerate: 30,
      thumbnailLiveFramerate: false,
      dblClickDelay: 200,
      removeCustomContainer: true,
      rerenderDelay: 100
    });

Closed via #54