Add 1e stats

Add a 1e option to display 1e stat blocks
Update the sample document
Create the 1e monster listing

@slithy Hi there!
I just found this project (thanks!) and I was wondering if you hit any roadblocks in implementing 1e stat blocks? If it's just a matter of not having time to work on it, I may take a crack at it.

Count this as another vote for implementing 1e stat blocks. :) I've been wanting to write a 1e module for a while and just started using this to sketch it out. I'm downloading it from here rather than CTAN. If you can supply any additional information on how to do 2 or 3, maybe I could help.

The statblock functionality is done, in principle it works but there are no predefined monster statblocks. So what needs done next is for someone to create a spreadsheet containing all the stats of all monsters in MM, MM2 and FF which I can convert into LaTeX macros.

That sounds great. I have all three. If you create a google sheet or a spreadsheet attachment with a template of what the columns should be, perhaps with an example, I can slowly plug away at it over time. Sounds relaxing. ;)
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On May 27, 2020, at 9:20 AM, Michael<EMAIL_ADDRESS>wrote:

The statblock functionality is done, in principle it works but there are no predefined monster statblocks. So what needs done next is for someone to create a spreadsheet containing all the stats of all monsters in MM, MM2 and FF which I can convert into LaTeX macros.
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I'm pretty sure I've found the template in the codebase, and I've also found some other excel spreadsheets that have most of the database, will just require some exporting and reordering and them some calculations for thaco and xp/levels in places.
I'm curious what the "Special" column is for? It's not part of special attacks or special defenses.

The "Special" column is an abbreviated form of SA/SD for display in monster roster/wandering monster tables. You can see an example in rpg-1e-stats/test.tex. You should be able to compile this to test.pdf which shows all the various display formats.

I updated the sample doc to display with 1e stats and created a sample rpg-1e-stats.def with the few monsters in the sample doc.
The stats for these monsters are generated from the spreadsheet rpg-1e-stats/monster_list.csv. Open this file in your favourite spreadsheet program, type CSV, using | as the field separator and no text delimiter. You can then add new monsters and save in the same format.
A few notes on the format:

Use LaTeX formatting within the fields. For a range of numbers use 2 dashes to get an N-dash, e.g. 1--6.
% character has to be escaped, "%"
For negative numbers use "\minus 2" to typeset a minus sign
The special sequence "?" is a breaking slash. It will be typeset as "/" but allows a line break immediately afterwards if necessary.
The special sequence "+" is typeset as "+" but with a narrow space either side. You will see that I set HD like "1+1" (no space) but XP as "20+ 2/hp" (with narrow space).
The special sequence "\x" is typeset as the multiplication symbol, e.g. "2\x Claws, 1\x Bite"
The plural column can usually be left blank as it is calculated automatically. You need to specify it for irregular plurals or where the word to be pluralised is not the last word (e.g. man -> men, minion of set -> minions of set)
The category column can usually be left blank, it is intended for grouping monsters of the same type in new monster listings, e.g. "Dragon" would be the category for "White Dragon", "Gold Dragon", "Red Dragon", etc. as they are all part of the "Dragon" listing.

Hopefully the rest is self-explanatory but let me know if anything is not clear or you have any questions.

Great, thanks! I did a little work on this. It seems the githubby way to do this is to fork your repo and do the work on my fork.
Can you take a look so far? I did the "A" monsters in MM1. Here's the commit:
https://github.com/tunesmith/rpg_module/commit/5ee9e031f754ef967aad0ec3b45b4116f8c5f06b
I'll try not to bug you with every changeset but it'll be good to check in to start to make sure we have the proper conventions.
Initial notes:

I split Giant Ant into two monsters since they're so different
I had them initially listed alphabetically like "Ape, Carnivorous" - let me know if you have strong preferences either way because otherwise I might switch it back to alphabetical.
Note the odd THACO and AC for Anhkheg - is this ok?
Some monsters have multiple movement rates like Anhkheg, I'm following the literal MM1 convention here
Chaotic Evil is spelled out, is that all right
Some resources have Intelligence with extra numerical info, like "Semi (2-4)" and "Low (5-7)", would you like that if I add it easily?
I'm just sort of eyeballing "Monster Level" by looking at their base xp before adding in HP or Special/Exceptional Abilities, I hope that's accurate

Let me know what you think and if you see any corrections I should make. I'll probably continue with the B's next, I'll probably use "Beetle, Giant" as a category.

Hi, if you plan to commit your changes back into the main repo, you should use a branch rather than a fork. Can you check out my repo and try git checkout -b tunesmiths_branch? (I'm not sure if I need to assign permissions so let me know if it doesn't work).

I had earlier tried to create a branch on your repo but got a permission denied when I tried to push the branch, so I probably need to be granted some level of permissions to the repo. I agree that would be better if you can give me access. Then I’ll move my changes to the branch.
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On May 29, 2020, at 10:39 AM, Michael<EMAIL_ADDRESS>wrote:

Hi, if you plan to commit your changes back into the main repo, you should use a branch rather than a fork. Can you check out my repo and try git checkout -b tunesmiths_branch? (I'm not sure if I need to assign permissions so let me know if it doesn't work).
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You should now have permission to push a branch.
But hold on, I'm setting up some conversion and test scripts. After I push that, create a new branch and start from there.

OK, the script convert takes monster_list.csv as input and creates rpg-1e-stats.def and test_all.tex. This tex file contains all the defined monsters in all display formats, so if you compile it you can use this to check everything looks OK.
Here are my comments on the A monsters:

Your spreadsheet software is putting quotes around the MV stat, because it contains a single quote (12" etc.). Check if you can set your options to not have the extra quotes. If not, it's not a deal-breaker, I can write an extra script to post-process the spreadsheet to remove them.
I split "Ape" and "Gorilla" into 2 monster listings with the same stats. I think this makes the most sense for monsters which are the same apart from the name.

I split Giant Ant into two monsters since they're so different
No problem to do this: in that case put them in the same category (I put "Ant") which enables side-by-side stat listing in the newmonster format.

I had them initially listed alphabetically like "Ape, Carnivorous" - let me know if you have strong preferences either way because otherwise I might switch it back to alphabetical.
I prefer it the way you have done it.

Note the odd THACO and AC for Anhkheg - is this ok?
For AC, the template expects a number, as there is an option to use ascending AC and it does the conversion automatically. Also a long entry here screws with the wandering monster and monster roster listing formats. My compromise for cases like this (Lycanthropes were one in the Basic stats with different AC for human form and animal form) is to put it as as 2,(4). (, is a narrow space)

For HD/THAC0, I put one entry for each HD option, so the module author can insert whichever one he wants. (The XP should really be calculated separately for each HD variant). I also added a default "Ankheg" with the range of stats, but this is really only useful for the "new monster" listing.

Some monsters have multiple movement rates like Anhkheg, I'm following the literal MM1 convention here
That's perfect.

Chaotic Evil is spelled out, is that all right
Yes, it will automatically be abbreviated to CE in the appropriate places.

Some resources have Intelligence with extra numerical info, like "Semi (2-4)" and "Low (5-7)", would you like that if I can add it easily?
That option is only printed in the "new monster" listing so it's not that critical. I would just put it as it is in the MM.

I'm just sort of eyeballing "Monster Level" by looking at their base xp before adding in HP or Special/Exceptional Abilities, I hope that's accurate.
The Monster Levels are listed in Appendix C of the DMG for MM monsters, but I didn't check if the lists there are exhaustive. The FF and MM2 included this info in the monster listing.

Again this is only used in the "new monster" listing so it's not critical if it's not completely accurate.

OK I just pushed. Have a go at building test_all.pdf and let me know if you have any problems.

Looks like I am still not able to push my local branch to your repo, but I'm sure we can get it figured out, so I'll continue with my local branch on your repo (I'm off the fork now). I'm able to build test_all.pdf ! Continuing with the B's...

Notes on the B's:

I broke out the Barracudas by HD as well, assuming the 3 ACs corresponded to the three sizes.
MM1 has the tiny 1/2 symbol in various places. Should I do anything in particular? I tried dropping in \frac{1}{2} but it cased Latex errors. Fire Beetle is 2 1/2 feet... For now it just says "S (2.5’ long)".  Same issue with warthog.  There might have been another occurrence too.
Check out the Beholder - you may want to adjust AC and HD (it only listed hit points). Brain mole also only has 1 hit point.
MM1 kind of broke its own convention with "Giant Boar" so I put it in twice as "giant_boar" and "boar_giant". We can remove one if you'd prefer. I also created boar_warthog since the DMG had that.
MM1 Bugbear description describes some bugbear variations, but they're not in the DMG either so I left them out
I finished the B's - the test_all.pdf but some of the alignment looks off in the last couple of pages.

(I guess you can't see these yet but I'll push up the branch when I can.)

HI, I added you as a collaborator, but it still says: "Pending Invite: Awaiting tunesmith’s response". Check your GitHub Notifications. Hopefully if you accept the invite you will be able to push your branch.
To answer your questions:

I created a macro \half for the 1/2 symbol
For monsters listing hp for HD, I would try and put a HD number that makes sense. e.g. for the Beholder, in Appendix E of DMG, THAC0 is listed as 10/9/8/7, which to me suggests 4 Beholder variants with HD 10, 12, 14 or 16. For Brain Mole I might put 1/2. At least this indicates which line in the table to use for saving throws.
Giant Boar: I would stick with a single listing and follow the same convention you have used elsewhere. I think it's OK to clean up some of these minor inconsistencies.
Bugbear: I agree with not adding every variant listed in the description text, otherwise it becomes unmanageable. Authors have the option to add user-defined monsters if they need to.

I will be offline for a couple of days, so I'll catch up with you again on Monday. Happy typing!

Cool, I added those corrections to the B monsters, and successfully pushed the branch. You can see the corrections in the commit messages. I'll try to get through the C's this weekend. I'm dreading the D's. :-)

Hi, I just did a quick check of the Cs. I made a few minor fixes to the spreadsheet so you should pull to merge the changes.

The single and double quote characters ' and " should not be "smart" quote characters, as LaTeX will do that conversion. It's not a big problem, I can adapt the conversion script to cope with this.
The + macro (used in the XP column for example) should not have a space between the + and the number following.
The conversion script can't handle blank lines at the moment (I can fix this in future).
The monsters at the end (Acolyte, Rock Baboon, Pit Viper) are conversions from the Basic rulebook. They are there for the sample module, but they are not "official" AD&D monsters so don't need to be in the AD&D monster list. I deleted them for now, I can make a separate definition just for the sample module. Gnoll I left as it is an AD&D monster.
The wandering monster/monster roster lists are screwed up as they run over one page. This is a limitation of the tabularx environment I use for those lists. I can fix this in the convert script by adding a break every 30 monsters or whatever. In the meantime if you want to see those lists you could just add the breaks manually in test_all.tex:

\end{wanderingmonsters}
\begin{wanderingmonsters}[b]

There are 2 types of slash: / is a normal (non-breaking) slash, and you can use the macro ? for a breaking slash. This is typeset with the same symbol as normal slash but allows a line break after the slash. For example, flying movement 9'/18' should use a normal slash, as you don't want a line break between 9 and 18. But damage 1–3?1–3?1–4?1–4?2–8?3–12 should use breaking slash as you may want to have a line break in between damage items.
The above damage line (Chimera) is in any case too long for the wandering monster/monster roster table. You could put the second (short version) of the damage as:

2\x1--3/2\x1--4/2--8/3--12

... though it's still a bit long. You could shorten it a bit more to:
2\x1d3/2\x1d4/2d4/3d4

though this breaks the convention. I don't know if you have any better ideas.

That sounds good, I can make those other changes... lemme know if you have a rule of thumb for string length for the "short damage" column, like 20 characters or something. Since that field is not in the MM itself it looks like we can be flexible on convention.
Also, tell me if there's a rule of thumb in terms of length for when I should consider using non-breaking slash instead of breaking slash. Maybe anything more than three attacks?
Oh also, the wandering monster tables look cut off on the right margin. But maybe that's because of the length thing. I'll play around.

Also, tell me if there's a rule of thumb in terms of length for when I should consider using non- breaking slash instead of breaking slash. Maybe anything more than three attacks?

Best to always to use non-breaking slash in the damage column. In the inline format, you don't know in advance where the line break will fall.
On the other hand, never use it in the MV column as you don't want a line break between the first and second part of the movement rate.
I've updated the convert script to better handle the lists at the end. Now it puts in a break after 30 items so everything appears on the same page.
Some stats which are very wide can throw off the table formatting. The convert script now excludes the generic Beholder listing as that is really only useful for the newmonster format and the multiple THAC0s make it too wide to display in a table. Same for generic Wild Cattle.
Some other entries were too wide: Black Pudding had number appearing "1 to 1--4" which I replaced with "1--4". Bulette had "1--2 (10% chance)" which I replaced with "1--2". Brain Mole HD I replaced with 1/8.
Creatures which can have multiple alignments, put them as "Neutral". The \\changealignment macro can be used by the module author to set a specific alignment.
With those changes, the tables display within the width of a page.
You could abbreviate the "Special" column further in some cases. I would separate "Special" items with semicolons and use lower case apart from the first letter. Abbreviate listings like "Surprise on a 1--3" to "Surprise on 1--3". Remove "See description". etc.
Chimera short form damage is still a bit too long for the table format...

Ok, I added some more of those corrections. I was able to shorten Chimera a tiny bit more but not much. Only other thing I could think of was something like 2:d4 for 1--4/1--4 but that gets a little more confusing.
I remove See description from demogorgon but now demogorgon is huge :)
Maybe some font sizing or adjustbox for when the table has a lot of stuff in it?
I add the beginnings of a doc that has a lot of these conventions in cases it helps anyone else that might jump in.
I'll work more on the D's this week.

I came up with a simple solution for the monster lists: I reduced the font size to \small in the sample document.
For the short damage format, we should have one format for damage dice that we use consistently. I think with the smaller font size, the 1--4 format is OK.
Plus signs: use normal + where you don't want a space or a line break, e.g. +2 weapon to hit. Use \+ where + is connecting two items and there should be a small space either side, e.g. XP 35\+3/hp.
Special column for tables: you could rephrase some SA and SD items to make them shorter, e.g. abbreviate +2 or better weapon to hit to +2 weapon to hit; Save as 9th level cleric could become Save as Cleric 9, etc.

Devils, Demons, Dinosaurs and more are all added. Still have to add Dragons. I keep having to make judgment calls (and correcting DMG errors in some cases) so it might be worth looking at the output again so far. War Dogs wandering monster looks funny, maybe because the MM had "--" for number appearing.

Nice work!
I put Chimera in a table on its own and reduced the number of items per table to 20 to get a better display.
For Demons/Devils, "Manes", "Succubus", etc. are fine on their own, but "Type I", "Bone", "Ice", etc. need the Demon/Devil in the name: "Type I Demon", "Bone Devil", etc.
The number appearing field is parsed so it needs to be a number or a range. I put 1-4 for War Dog. In the end this is used as a default range in the wandering monster table which can be overridden by the author so any sensible value is fine.

Do you want to point me to the spreadsheets you are working from? I could probably do some pre-processing on them to make this process less manual, so it's checking and correcting rather than entering each line.

Haven't forgotten about you; summertime. I'm working on dragons now. For each of the dragons that aren't chromatic or platinum, I'll create the three variants; small, average, and huge.
I'd sort of like an additional optional column at the end where I can record the number of SAXPB and EAXPA. For instance, I know that the red dragon has 4 and 3 respectively, thanks to page 85 of the DMG. But compared to that, I'm pretty sure that the black dragon has 2 and 2. If I can record a '2,2' after the last column it'll give a clue as to how the xp calculation is done. I guess it doesn't really make sense to have that column there if it's not going to be in the output but it helps visually... do you think that can be added?
By the way, the monster spreadsheet I found is SBLaxman's AD&D Monster List 2.1, attached. I'm actually finding it faster just to do the data entry because there are some general differences in how monsters are grouped, but maybe you can find more pre-processing patterns.
SBLaxman's AD&D Monster List 2.1.xlsx

Just ignoring that I was dormant on this issue for two years, I pushed a commit to finish the "D" monsters.

Just wanted to say Thanks for doing this. Starting to use this document class for my campaign notes and the stat blocks are really nice to have.
I'll be needing to add a few monsters here and there that haven't been gotten to you (i.e. kobolds, orcs etc) Is it OK for me to put up a PR after I add a few or would that cause problems?
Also for monsters in FF or MM2 do you think you'll just add them to the same monsters list or create new data files for those?

Glad you are enjoying rpg-module! The plan is eventually to add all monsters in FF and MM2 but as you can see it's progressing slowly...
If you want to contribute it would be useful if you could do all the monsters for a given letter (K or O maybe...) rather than submit individual monster stats.

Believe it or not, I added orcs and giant rats last night because of an Appendix A dungeon I'm playing with. :) I just pushed up those two additional lines.

I've honestly been tempted to switch gears and do something like add the first two columns for all remaining monsters in MM, and then go column by column to see if it's faster for data entry. I'm experimenting with that approach right now with the 'E' letters. But even that can bog down due to the judgment calls that come up (I decided to create elephant, elephant_asiatic, elephant_african, and loxodont for the Elephant category).
At any rate, while I've used git for work, I'm less familiar with this forking style. @verdammelt I'd normally be ok with you just making commits to my branch, but I guess the github way would be to open PRs against my branch? I think if you want to pick a letter or even just jump around, that'd be fine, if it conflicts with anything I have in progress I can just deal with it on the merge.
As for FF/MM2, @slithy are you ok with those being separate csv files?

Hrm, I forgot that I'm not on a fork, but on a branch that @slithy set up. So either is fine for me. If slithy gives you the same level of access to the branch, I'm ok with just always pulling before I start to do more work, with us just making commits to the same branch.

Yes, makes sense to have FF and MM2 as separate .csv files.

By the way, one of the more time-consuming parts of this is figuring out how the xp values correspond to special and exceptional abilities. This is necessary to reverse engineer sometimes so accurate values can be figured for monsters with varying hit dice. I was going through them one by one, but recently I found that someone else had done an exhaustive analysis of every monster in MM, it was on some discussion board somewhere. I don't know enough about licensing to know whether it can be committed to the codebase, but here it is attached for reference.
dismembering_the_monster_manual_xp_v.4.pdf
I haven't double-checked it against the other values I've added (for the monsters up through D).

@tunesmith Giving me access to this branch is riskier than letting me submit a PR. It is more work though (since it will need to be reviewed etc).
General git workflow (not just GitHub) is to submit a "request to pull" changes from a contributors branch into the main repository. That lets the maintainers control the addition of changes and do some quality control etc.
I'm happy to only submit pull requests when I have an entire letter complete if that works best.
The first thing I'll need to figure out is why I cannot seem to build the test-all.pdf file... currently it fails at baboon with an error as if the key wasn't defined. Which is odd - that animal is definitely in there. Hmmm.
Thanks for all your work and I'll keep updating my clone of this repository so when I do create a pull request it will hopefully go smoothly.

Sounds good. I'm actively working on 'E' so any other letter should be fine. I think I'm about to add Goblin and Gnome too.

By the way, if it's a pgfkeys error you're experiencing, I have seen that too. I think it's because there's a test file with some content that assumes basic even if you have 1e turned on. I'm able to make within the rpg-1e-stats folder, though, and it generates test_all.pdf in the same folder.
I've tried different workflows. What I'm doing now is opening monster_list.csv in OpenOffice so I can freeze the first row/column. I had to change some settings so it wouldn't create smart quotes. Then for a letter, I usually input the data in DMG first (from page 196 on). Then when that's done I go back to the Monster Manual and start filling in the rest. Then I do ./convert and make to see the output in the pdf file.
Thanks for pitching in!

I just pushed up a first cut at the 'E' monsters.

Merged PR #5 into this branch.

I should push up a PR for a few things I've been using recently for my game. giant frog, piercer, skeleton, zombie, brigand, bandit, berserker as well as some FF & MM2 items

That'd be cool if you were to create separate ff.csv and mm2.csv files and add support for them to the Makefile. I have a giant sundew I could add to mm2.

That would be cool. Now let's see if I can do it :(

@tunsmith / @slithy - please see PR #6 which allows for space for us to start adding non-MM 1e monsters. Each of the books will have their own file. They are then concatenated during the build before converting to the .def file.
Also, I wonder if it might be a good time to merge the 1e-monsters branch into master? That is, perhaps it is good time to declare it "done enough" for public consumption (even though it does not have all 1e monsters yet).

Hi, thanks for all the work on this, good to see it advancing! Sorry for being quiet, I am crazy busy at the moment with work commitments etc. but I have been following what you have been doing. I will try to find some time to check and merge into master in the next few weeks!

Awesome! In the meantime I will take a look at PR #6 soon to merge it into this branch.
I am fine with merging 1e-monsters into master if the changes look good to @slithy, we can PR chunks of monsters into master after that point.

I merged PR #6 and added harpies.

So far I've always been using the double-quote character ". Not sure though - @slithy let us know if we should change it to ''?
Pushed gray ooze and rot grubs.

Typographically, they are the same in LaTeX. If you have used " up to now, best to be consistent and just stick with that.

Cool, I'll keep to that.


squid:S1611 - Parentheses should be removed from a single lambda input parameter when its type is inferred

This pull request is focused on resolving occurrences of Sonar rule squid:S1611 - Parentheses should be removed from a single lambda input parameter when its type is inferred.
You can find more information about the issue here:
https://dev.eclipse.org/sonar/coding_rules#q=squid%3AS1611
Please let me know if you have any questions.
George Kankava

This PR failed checkstyle for line length.

I don't agree as this makes lambda expression more difficult to spot in the code.


Fix issue 2422

Problem with PR2407: the libraries for accelerator NPAA is added in the constructor, while other library configure is added in CompileModule(). When the CompileModule is repeatedly called, the library config should not be added again and again. PR2407 simply clear the configure. That caused problem for NPAA.
This PR implements a stack for the configuration. The configuration is push at the begin of CompileModule() and pop at the end of the procedure.  It is a little bit overkill for issue #2422 .

After thinking a bit more, I think it's wrong to have xxxCompilerConfig() stuff in compileModule() and emitOutputFiles() functions. All the options related stuff should have been processed before we call compileModule().
We have this code in onnx-mlir.cpp:
  if (!parseCustomEnvFlagsCommandLineOption(argc, argv, &llvm::errs()) ||
      !llvm::cl::ParseCommandLineOptions(argc, argv,
          getVendorName() + " - A modular optimizer driver\n", &llvm::errs(),
          customEnvFlags.c_str())) {
    llvm::errs() << "Failed to parse options\n";
    return 1;
  }
  // Test option requirements.
  if (!ONNXOpStats.empty() && emissionTarget <= EmitONNXIR)
    llvm::errs()
        << "Warning: --onnx-op-stats requires targets like --EmitMLIR, "
           "--EmitLLVMIR, or binary-generating emit commands.\n";

So I think addCompilerConfig() should be done here based on the emissionTarget. Our options handling has always been a bit "messy". For example, we have a CompilerOptions.cpp but in onnx-mlir.cpp we also have a few options there. Maybe we should take this opportunity to clean things up a bit.
Ideally, I think the above code should be in a general function (e.g., processOptions) that can be called by others like onnx-mlir.cpp or the ModelLib.cpp (for tests). What this function does is to parse the options and set the relevant option states. But it sounds like llvm::cl::ParseCommandLineOptions should only be called from main.

@gongsu832 I agree that the options/config should be better organized. Currently, the addCompilerConfig goes along the action. We can separate addCompilerConfig out with some effort.  Should I do it in this PR?

@chentong319 yes at a minimum we should move the xxxCompilerConfig stuff out of compileModule() and emitOutputFiles()

It would be helpful if we can add some lit tests for checking linking libraries, so that we can avoid regression.

@chentong319 yes at a minimum we should move the xxxCompilerConfig stuff out of compileModule() and emitOutputFiles()

When I tried this, I found that the numerical tests need change too. I am not familiar with that part of code. Could we just keep the current local change inside compileModule() for this PR?

It would be helpful if we can add some lit tests for checking linking libraries, so that we can avoid regression.

Done. It turned out that the error of link command does not effect the lit test.

@gongsu832 I looked into how to move the addCompilerConfig out of compileModule further. It's complicated how the options are gotten and interpreted from string to enum type, and how the env variable is read for calling compiler from different invocation methods. My current change is limited inside compileModule and is a safe, though not the best, solution. How do think?

@gongsu832 I looked into how to move the addCompilerConfig out of compileModule further. It's complicated how the options are gotten and interpreted from string to enum type, and how the env variable is read for calling compiler from different invocation methods. My current change is limited inside compileModule and is a safe, though not the best, solution. How do think?

Sure. I can put out a PR to consolidate the options and hopefully do things the proper way.

@gongsu832 if it's ok, could you approve it? this issue is blocking NNPA inference. Thanks!

@tungld could you review at least the lit test case I added? I am not sure about the lit test configuration.

@tungld You may merge the PR after it passes the test.

@tungld You may merge the PR after it passes the test.

OK.

Jenkins Linux ppc64le Build #11307 [push] Fix issue 2422 (#2424)  ... started at 00:05

Jenkins Linux s390x Build #12314 [push] Fix issue 2422 (#2424)  ... started at 23:58

Jenkins Linux amd64 Build #12301 [push] Fix issue 2422 (#2424)  ... started at 22:58

Jenkins Linux amd64 Build #12301 [push] Fix issue 2422 (#2424)  ... passed after 1 hr 1 min

Jenkins Linux s390x Build #12314 [push] Fix issue 2422 (#2424)  ... passed after 1 hr 27 min

Jenkins Linux ppc64le Build #11307 [push] Fix issue 2422 (#2424)  ... passed after 1 hr 46 min


Apache vs. Nginx are commented differently?

Hi, I'm experiencing behavior that I'm not sure what to attribute it to:
If I open an Apache configuration file, Neovim recognizes this as "apache" and when I use gcc to comment a line, Comment.nvim uses the block comment /* */, which is incorrect, should be #
I wanted to open a PR to support Apache and then I thought I'd include Nginx too, because both were not in ft.lua.
But before I did that, I also tested an nginx.conf file:
Neovim recognizes this as "nginx", but when I wanted to comment a line, Comment.nvim, correctly, used #
So, this puzzles me a bit; both file types are not in ft.lua, yet one behaves correctly while the other doesn't, is this actually attributable to Comment.nvim?  If IRCC; Neovim's filetype detection system has been revised (I'm on nightly) and maybe that has got something to do with it?

As you've already figured out that all these filetypes are not listed in ft.lua, thus not supported by Comment.nvim.
The incorrect behavior you are seeing is because of :h 'commentstring' having wrong value for apache filetype. To resolve this (the correct way), make a PR to vim to fix the commentstring for apache, then nvim will pull the patches from vim.

https://github.com/vim/vim/pull/11422


Github backed catalog example v0.2

Improvements re "simple example" https://github.com/datopian/portaljs/tree/main/examples/simple-example
Status: :construction: Open PR: https://github.com/datopian/portaljs/pull/864

[ ] Give it a better title: "Catalog with Data on Github - Data Portal Example" :construction: 2023-05-09 Renamed to "Data catalog with data on GitHub"
[ ] Intro text - make this reader better :construction: 2023-05-09 made it more similar to https://github.com/vercel/next.js/tree/canary/examples/blog-starter

[ ] could have some generic intro blurb too that gives context e.g. re portaljs and this example

[ ] Can we make a little tiny bit more elegant with say 30m to 1h or work? :construction: 2023-05-09 Spent an hour trying to improve the looks, see screenshots
[ ] ...

Notes
Screenshots

Updates 2023-05-09
PR: https://github.com/datopian/portaljs/pull/864
Changes:

Improved README, similar to https://github.com/vercel/next.js/tree/canary/examples/blog-starter
Renamed to examples/github-backed, updated references to it
Dataset page

Added breadcrumbs, removed "back to home" link
Added title and repo link
Improved headings hierarchy

Home

Added a link icon to the repository link
Added a hover effect to the repository link
Centralized header title and subtitle
Changed content
"view info" link is now a "info" button
Date format changed to timeago

Misc:
Removed styles that were not being used
Improve margins
Improved page titles

FIXED. See screenshots on the issue description and commit https://github.com/datopian/portaljs/commit/3f350f8fcd9908756da6567c7ec9cca3d23ee3fa


Update brand colors

I made a few changes:
added WhatsApp and Telegram brand colors and buttons;
added Instagram gradient colors;
update other brand colors.

I think adding whatsapp, telegram, and fixing VK makes sense. I think we should probably just keep one color for instagram.
If you can add a corresponding PR for docs, I can get this in pretty quickly.

I think we should probably just keep one color for instagram.

Mmhm... I agree. According to official Instagram guidelines, we should use the B/W colors for glyph

On Wed, Jun 6, 2018, 13:40 stale[bot]<EMAIL_ADDRESS>wrote:

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Updated  accordingly in Fomantic-UI 2.6.4 by https://github.com/fomantic/Fomantic-UI/pull/239


[Doc] Auto-split Hash Range:：C1 to C3 ？？

Search before asking

[X] I searched in the issues and found nothing similar.

What issue do you find in Pulsar docs?
https://pulsar.apache.org/docs/next/concepts-messaging/#subscription-modes
old：
C1？
Given a message key Order-3459134, its hash would be murmur32("Order-3459134") =<PHONE_NUMBER>, and its index in the range would be<PHONE_NUMBER> mod 65536 = 6067. That index is contained within region [0, 16384) thus consumer C1 will be mapped to this message key.
new：
C3？？
@momo-jun
What is your suggestion?
?
Any reference?
No response
Are you willing to submit a PR?

[ ] I'm willing to submit a PR!

Moved to https://github.com/apache/pulsar/discussions/categories/q-a since it's more on a question.


Go To spinner in notebooks is wobbling (rotation axis not centered)

VS Code Version: 1.82.2
OS Version: Windows 11

The rotation axis is not centered.

Agreed; it's wonky
https://github.com/user-attachments/assets/b4c9853b-53a7-40ce-a243-aee1c475edc9


Assertion failed: Unsupported architecture (/tensorrt_llm/cpp/tensorrt_llm/kernels/contextFusedMultiHeadAttention/fmhaRunner.cpp:89)

System Info

CPU: x86_64
GPU: NVIDIA GeForce RTX 2080 Ti
Memory Size: 12 GiB
TensorRT -LLM branch:  0.10.0.dev2024042300
TensorRT: 9.3.0.post12.dev1
Ubuntu: 22.04
cuda:12.1.0

Who can help?
No response
Information

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

Tasks

[X] An officially supported task in the examples folder (such as GLUE/SQuAD, ...)
[ ] My own task or dataset (give details below)

Reproduction

huggingface-cli login --token xxxxx(with actuall token used from Hugging Face)
python3 convert_checkpoint.py --model_dir meta-llama/Llama-2-7b-chat-hf --output_dir llama-2-7b-ckpt
trtllm-build --checkpoint_dir llama-2-7b-ckpt
--gemm_plugin float16
--output_dir ./llama-2-7b-engine

Expected behavior
I am following the quick start guide, and after it should compile the Llama2 Model into a TensorRT Engine.
actual behavior
[TensorRT-LLM] TensorRT-LLM version: 0.10.0.dev2024042300
[04/28/2024-15:57:09] [TRT-LLM] [I] Set bert_attention_plugin to float16.
[04/28/2024-15:57:09] [TRT-LLM] [I] Set gpt_attention_plugin to float16.
[04/28/2024-15:57:09] [TRT-LLM] [I] Set gemm_plugin to float16.
[04/28/2024-15:57:09] [TRT-LLM] [I] Set nccl_plugin to float16.
[04/28/2024-15:57:09] [TRT-LLM] [I] Set lookup_plugin to None.
[04/28/2024-15:57:09] [TRT-LLM] [I] Set lora_plugin to None.
[04/28/2024-15:57:09] [TRT-LLM] [I] Set moe_plugin to float16.
[04/28/2024-15:57:09] [TRT-LLM] [I] Set mamba_conv1d_plugin to float16.
[04/28/2024-15:57:09] [TRT-LLM] [I] Set context_fmha to True.
[04/28/2024-15:57:09] [TRT-LLM] [I] Set context_fmha_fp32_acc to False.
[04/28/2024-15:57:09] [TRT-LLM] [I] Set paged_kv_cache to True.
[04/28/2024-15:57:09] [TRT-LLM] [I] Set remove_input_padding to True.
[04/28/2024-15:57:09] [TRT-LLM] [I] Set use_custom_all_reduce to True.
[04/28/2024-15:57:09] [TRT-LLM] [I] Set multi_block_mode to False.
[04/28/2024-15:57:09] [TRT-LLM] [I] Set enable_xqa to True.
[04/28/2024-15:57:09] [TRT-LLM] [I] Set attention_qk_half_accumulation to False.
[04/28/2024-15:57:09] [TRT-LLM] [I] Set tokens_per_block to 128.
[04/28/2024-15:57:09] [TRT-LLM] [I] Set use_paged_context_fmha to False.
[04/28/2024-15:57:09] [TRT-LLM] [I] Set use_fp8_context_fmha to False.
[04/28/2024-15:57:09] [TRT-LLM] [I] Set use_context_fmha_for_generation to False.
[04/28/2024-15:57:09] [TRT-LLM] [I] Set multiple_profiles to False.
[04/28/2024-15:57:09] [TRT-LLM] [I] Set paged_state to True.
[04/28/2024-15:57:09] [TRT-LLM] [I] Set streamingllm to False.
[04/28/2024-15:57:09] [TRT-LLM] [W] remove_input_padding is enabled, while max_num_tokens is not set, setting to max_batch_sizemax_input_len.
It may not be optimal to set max_num_tokens=max_batch_sizemax_input_len when remove_input_padding is enabled, because the number of packed input tokens are very likely to be smaller, we strongly recommend to set max_num_tokens according to your workloads.
[04/28/2024-15:57:09] [TRT-LLM] [W] remove_input_padding is enabled, while opt_num_tokens is not set, setting to max_batch_size*max_beam_width.
[04/28/2024-15:57:10] [TRT-LLM] [I] Compute capability: (7, 5)
[04/28/2024-15:57:10] [TRT-LLM] [I] SM count: 68
[04/28/2024-15:57:10] [TRT-LLM] [I] SM clock: 2100 MHz
[04/28/2024-15:57:10] [TRT-LLM] [I] int4 TFLOPS: 584
[04/28/2024-15:57:10] [TRT-LLM] [I] int8 TFLOPS: 292
[04/28/2024-15:57:10] [TRT-LLM] [I] fp8 TFLOPS: 0
[04/28/2024-15:57:10] [TRT-LLM] [I] float16 TFLOPS: 146
[04/28/2024-15:57:10] [TRT-LLM] [I] bfloat16 TFLOPS: 0
[04/28/2024-15:57:10] [TRT-LLM] [I] float32 TFLOPS: 18
[04/28/2024-15:57:10] [TRT-LLM] [I] Total Memory: 11 GiB
[04/28/2024-15:57:10] [TRT-LLM] [I] Memory clock: 7000 MHz
[04/28/2024-15:57:10] [TRT-LLM] [I] Memory bus width: 352
[04/28/2024-15:57:10] [TRT-LLM] [I] Memory bandwidth: 616 GB/s
[04/28/2024-15:57:10] [TRT-LLM] [I] NVLink is active: False
[04/28/2024-15:57:10] [TRT-LLM] [I] PCIe speed: 2500 Mbps
[04/28/2024-15:57:10] [TRT-LLM] [I] PCIe link width: 16
[04/28/2024-15:57:10] [TRT-LLM] [I] PCIe bandwidth: 5 GB/s
[04/28/2024-15:57:10] [TRT] [I] [MemUsageChange] Init CUDA: CPU +13, GPU +0, now: CPU 259, GPU 157 (MiB)
[04/28/2024-15:57:12] [TRT] [I] [MemUsageChange] Init builder kernel library: CPU +978, GPU +180, now: CPU 1373, GPU 337 (MiB)
[04/28/2024-15:57:12] [TRT-LLM] [I] Set nccl_plugin to None.
[04/28/2024-15:57:12] [TRT-LLM] [I] Set use_custom_all_reduce to True.
[04/28/2024-15:57:12] [TRT] [W] IElementWiseLayer with inputs LLaMAForCausalLM/transformer/vocab_embedding/GATHER_0_output_0 and LLaMAForCausalLM/transformer/layers/0/input_layernorm/SHUFFLE_0_output_0: first input has type Half but second input has type Float.
[04/28/2024-15:57:12] [TRT] [W] IElementWiseLayer with inputs LLaMAForCausalLM/transformer/layers/0/input_layernorm/REDUCE_AVG_0_output_0 and LLaMAForCausalLM/transformer/layers/0/input_layernorm/SHUFFLE_1_output_0: first input has type Half but second input has type Float.
terminate called after throwing an instance of 'tensorrt_llm::common::TllmException'
what():  [TensorRT-LLM][ERROR] Assertion failed: Unsupported architecture (/home/jenkins/agent/workspace/LLM/main/L0_PostMerge/tensorrt_llm/cpp/tensorrt_llm/kernels/contextFusedMultiHeadAttention/fmhaRunner.cpp:89)
1       0x7f120b494f3b tensorrt_llm::common::throwRuntimeError(char const*, int, std::string const&) + 82
2       0x7f120b497194 /usr/local/lib/python3.10/dist-packages/tensorrt_llm/libs/libtensorrt_llm.so(+0x691194) [0x7f120b497194]
3       0x7f11deca9eef tensorrt_llm::plugins::GPTAttentionPluginCommon::initialize() + 415
4       0x7f11decd1e6d tensorrt_llm::plugins::GPTAttentionPlugin* tensorrt_llm::plugins::GPTAttentionPluginCommon::cloneImpl<tensorrt_llm::plugins::GPTAttentionPlugin>() const + 573
5       0x7f12dfbd1279 /usr/local/lib/python3.10/dist-packages/tensorrt_libs/libnvinfer.so.9(+0xae3279) [0x7f12dfbd1279]
6       0x7f12dfb1f02e /usr/local/lib/python3.10/dist-packages/tensorrt_libs/libnvinfer.so.9(+0xa3102e) [0x7f12dfb1f02e]
7       0x7f128b6dfcef /usr/local/lib/python3.10/dist-packages/tensorrt_bindings/tensorrt.so(+0xdfcef) [0x7f128b6dfcef]
8       0x7f128b643443 /usr/local/lib/python3.10/dist-packages/tensorrt_bindings/tensorrt.so(+0x43443) [0x7f128b643443]
9       0x5617f827010e /usr/bin/python3(+0x15a10e) [0x5617f827010e]
10      0x5617f8266a7b _PyObject_MakeTpCall + 603
11      0x5617f827eacb /usr/bin/python3(+0x168acb) [0x5617f827eacb]
12      0x5617f825ecfa _PyEval_EvalFrameDefault + 24906
13      0x5617f82709fc _PyFunction_Vectorcall + 124
14      0x5617f827f492 PyObject_Call + 290
15      0x5617f825b5d7 _PyEval_EvalFrameDefault + 10791
16      0x5617f82709fc _PyFunction_Vectorcall + 124
17      0x5617f827f492 PyObject_Call + 290
18      0x5617f825b5d7 _PyEval_EvalFrameDefault + 10791
19      0x5617f827e7f1 /usr/bin/python3(+0x1687f1) [0x5617f827e7f1]
20      0x5617f827f492 PyObject_Call + 290
21      0x5617f825b5d7 _PyEval_EvalFrameDefault + 10791
22      0x5617f82709fc _PyFunction_Vectorcall + 124
23      0x5617f8265cbd _PyObject_FastCallDictTstate + 365
24      0x5617f827b86c _PyObject_Call_Prepend + 92
25      0x5617f8396700 /usr/bin/python3(+0x280700) [0x5617f8396700]
26      0x5617f8266a7b _PyObject_MakeTpCall + 603
27      0x5617f8260150 _PyEval_EvalFrameDefault + 30112
28      0x5617f827e7f1 /usr/bin/python3(+0x1687f1) [0x5617f827e7f1]
29      0x5617f827f492 PyObject_Call + 290
30      0x5617f825b5d7 _PyEval_EvalFrameDefault + 10791
31      0x5617f82709fc _PyFunction_Vectorcall + 124
32      0x5617f8265cbd _PyObject_FastCallDictTstate + 365
33      0x5617f827b86c _PyObject_Call_Prepend + 92
34      0x5617f8396700 /usr/bin/python3(+0x280700) [0x5617f8396700]
35      0x5617f827f42b PyObject_Call + 187
36      0x5617f825b5d7 _PyEval_EvalFrameDefault + 10791
37      0x5617f827e7f1 /usr/bin/python3(+0x1687f1) [0x5617f827e7f1]
38      0x5617f825a53c _PyEval_EvalFrameDefault + 6540
39      0x5617f827e7f1 /usr/bin/python3(+0x1687f1) [0x5617f827e7f1]
40      0x5617f827f492 PyObject_Call + 290
41      0x5617f825b5d7 _PyEval_EvalFrameDefault + 10791
42      0x5617f827e7f1 /usr/bin/python3(+0x1687f1) [0x5617f827e7f1]
43      0x5617f827f492 PyObject_Call + 290
44      0x5617f825b5d7 _PyEval_EvalFrameDefault + 10791
45      0x5617f82709fc _PyFunction_Vectorcall + 124
46      0x5617f8265cbd _PyObject_FastCallDictTstate + 365
47      0x5617f827b86c _PyObject_Call_Prepend + 92
48      0x5617f8396700 /usr/bin/python3(+0x280700) [0x5617f8396700]
49      0x5617f827f42b PyObject_Call + 187
50      0x5617f825b5d7 _PyEval_EvalFrameDefault + 10791
51      0x5617f82709fc _PyFunction_Vectorcall + 124
52      0x5617f825926d _PyEval_EvalFrameDefault + 1725
53      0x5617f82709fc _PyFunction_Vectorcall + 124
54      0x5617f827f492 PyObject_Call + 290
55      0x5617f825b5d7 _PyEval_EvalFrameDefault + 10791
56      0x5617f82709fc _PyFunction_Vectorcall + 124
57      0x5617f827f492 PyObject_Call + 290
58      0x5617f825b5d7 _PyEval_EvalFrameDefault + 10791
59      0x5617f82709fc _PyFunction_Vectorcall + 124
60      0x5617f827f492 PyObject_Call + 290
61      0x5617f825b5d7 _PyEval_EvalFrameDefault + 10791
62      0x5617f82709fc _PyFunction_Vectorcall + 124
63      0x5617f825926d _PyEval_EvalFrameDefault + 1725
64      0x5617f82559c6 /usr/bin/python3(+0x13f9c6) [0x5617f82559c6]
65      0x5617f834b256 PyEval_EvalCode + 134
66      0x5617f8376108 /usr/bin/python3(+0x260108) [0x5617f8376108]
67      0x5617f836f9cb /usr/bin/python3(+0x2599cb) [0x5617f836f9cb]
68      0x5617f8375e55 /usr/bin/python3(+0x25fe55) [0x5617f8375e55]
69      0x5617f8375338 _PyRun_SimpleFileObject + 424
70      0x5617f8374f83 _PyRun_AnyFileObject + 67
71      0x5617f8367a5e Py_RunMain + 702
72      0x5617f833e02d Py_BytesMain + 45
73      0x7f148ebe2d90 /lib/x86_64-linux-gnu/libc.so.6(+0x29d90) [0x7f148ebe2d90]
74      0x7f148ebe2e40 __libc_start_main + 128
75      0x5617f833df25 _start + 37
[e62a70965c65:02001] *** Process received signal ***
[e62a70965c65:02001] Signal: Aborted (6)
[e62a70965c65:02001] Signal code:  (-6)
[e62a70965c65:02001] [ 0] /lib/x86_64-linux-gnu/libc.so.6(+0x42520)[0x7f148ebfb520]
[e62a70965c65:02001] [ 1] /lib/x86_64-linux-gnu/libc.so.6(pthread_kill+0x12c)[0x7f148ec4f9fc]
[e62a70965c65:02001] [ 2] /lib/x86_64-linux-gnu/libc.so.6(raise+0x16)[0x7f148ebfb476]
[e62a70965c65:02001] [ 3] /lib/x86_64-linux-gnu/libc.so.6(abort+0xd3)[0x7f148ebe17f3]
[e62a70965c65:02001] [ 4] /lib/x86_64-linux-gnu/libstdc++.so.6(+0xa2b9e)[0x7f13ec476b9e]
[e62a70965c65:02001] [ 5] /lib/x86_64-linux-gnu/libstdc++.so.6(+0xae20c)[0x7f13ec48220c]
[e62a70965c65:02001] [ 6] /lib/x86_64-linux-gnu/libstdc++.so.6(+0xad1e9)[0x7f13ec4811e9]
[e62a70965c65:02001] [ 7] /lib/x86_64-linux-gnu/libstdc++.so.6(__gxx_personality_v0+0x99)[0x7f13ec481959]
[e62a70965c65:02001] [ 8] /lib/x86_64-linux-gnu/libgcc_s.so.1(+0x16884)[0x7f148e8eb884]
[e62a70965c65:02001] [ 9] /lib/x86_64-linux-gnu/libgcc_s.so.1(_Unwind_Resume+0x12d)[0x7f148e8ec2dd]
[e62a70965c65:02001] [10] /usr/local/lib/python3.10/dist-packages/tensorrt_llm/libs/libtensorrt_llm.so(+0x691118)[0x7f120b497118]
[e62a70965c65:02001] [11] /usr/local/lib/python3.10/dist-packages/tensorrt_llm/libs/libnvinfer_plugin_tensorrt_llm.so(_ZN12tensorrt_llm7plugins24GPTAttentionPluginCommon10initializeEv+0x19f)[0x7f11deca9eef]
[e62a70965c65:02001] [12] /usr/local/lib/python3.10/dist-packages/tensorrt_llm/libs/libnvinfer_plugin_tensorrt_llm.so(_ZNK12tensorrt_llm7plugins24GPTAttentionPluginCommon9cloneImplINS0_18GPTAttentionPluginEEEPT_v+0x23d)[0x7f11decd1e6d]
[e62a70965c65:02001] [13] /usr/local/lib/python3.10/dist-packages/tensorrt_libs/libnvinfer.so.9(+0xae3279)[0x7f12dfbd1279]
[e62a70965c65:02001] [14] /usr/local/lib/python3.10/dist-packages/tensorrt_libs/libnvinfer.so.9(+0xa3102e)[0x7f12dfb1f02e]
[e62a70965c65:02001] [15] /usr/local/lib/python3.10/dist-packages/tensorrt_bindings/tensorrt.so(+0xdfcef)[0x7f128b6dfcef]
[e62a70965c65:02001] [16] /usr/local/lib/python3.10/dist-packages/tensorrt_bindings/tensorrt.so(+0x43443)[0x7f128b643443]
[e62a70965c65:02001] [17] /usr/bin/python3(+0x15a10e)[0x5617f827010e]
[e62a70965c65:02001] [18] /usr/bin/python3(_PyObject_MakeTpCall+0x25b)[0x5617f8266a7b]
[e62a70965c65:02001] [19] /usr/bin/python3(+0x168acb)[0x5617f827eacb]
[e62a70965c65:02001] [20] /usr/bin/python3(_PyEval_EvalFrameDefault+0x614a)[0x5617f825ecfa]
[e62a70965c65:02001] [21] /usr/bin/python3(_PyFunction_Vectorcall+0x7c)[0x5617f82709fc]
[e62a70965c65:02001] [22] /usr/bin/python3(PyObject_Call+0x122)[0x5617f827f492]
[e62a70965c65:02001] [23] /usr/bin/python3(_PyEval_EvalFrameDefault+0x2a27)[0x5617f825b5d7]
[e62a70965c65:02001] [24] /usr/bin/python3(_PyFunction_Vectorcall+0x7c)[0x5617f82709fc]
[e62a70965c65:02001] [25] /usr/bin/python3(PyObject_Call+0x122)[0x5617f827f492]
[e62a70965c65:02001] [26] /usr/bin/python3(_PyEval_EvalFrameDefault+0x2a27)[0x5617f825b5d7]
[e62a70965c65:02001] [27] /usr/bin/python3(+0x1687f1)[0x5617f827e7f1]
[e62a70965c65:02001] [28] /usr/bin/python3(PyObject_Call+0x122)[0x5617f827f492]
[e62a70965c65:02001] [29] /usr/bin/python3(_PyEval_EvalFrameDefault+0x2a27)[0x5617f825b5d7]
[e62a70965c65:02001] *** End of error message ***
Aborted (core dumped)
additional notes
None

Please set --context_fmha disable  during building engine because the fused mha kernel is not supported on Turing GPU, and it will fallback to unfused case.

It looks the TRT-LLM cannot load your engine successfully. Could you try rebuild the repo, and try the end to end workflow again?

Also, could you share the log of building engine?

The contextFMHA doesn't support geforce 2080Ti whichi sm version is sm75.
https://github.com/NVIDIA/TensorRT-LLM/blob/main/cpp/tensorrt_llm/kernels/contextFusedMultiHeadAttention/fmhaRunner.cpp#L91.
You may try to build the engine by disabling the context_fmha --context_fmha disable or on other supported hardware.


Backport #17649, fix database deadlock when update issue labels

Backport #17649.
This fix updates issue labels one by one, and won't cause database deadlock.
In future, we can use a batch API (in 1.16 or later) to update all changed labels by one request.
For 1.15, this fix seems enough.

CI failing is fixed by #17668

make L-G-T-M work.


confusing navigation on mobile

I read this page on mobile and it's not very intuitive to find the table of contents in the dropdown.  I read the page and thought, "Nice intro.  Where's the info?"  With some back-and-forth between the desktop and mobile version I was able to find the table of contents dropdown.

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

ID: 031b20ec-7583-8277-f7a6-69ff3beffeac
Version Independent ID: 58c0d74e-2a5d-297e-4770-e8e44878b683
Content: .NET Microservices. Architecture for Containerized .NET Applications
Content Source: docs/architecture/microservices/index.md
Product: dotnet-architecture
Technology: microservices
GitHub Login: @nishanil
Microsoft Alias: nanil

This issue was moved to MicrosoftDocs/feedback#2851


Documentation too Brief

Summary:
The API docs at dynamoosejs.com leave out a lot of useful information on behavior that would be considered factual and not based on user implementation. In particular, details on what errors look like and when they are thrown are completely absent.
In its current state, the API docs are enough for someone to try and poke around with, but are not a valuable resource when trying to create high fidelity applications.
Example
model.save has an option for whether or not to overwrite what is in the db. What is the behavior here if the overwrite flag is set to false and you try to write at the same key? Does it do nothing, or does it throw an error?
Type (select 1):

[ ] Bug report
[ ] Feature suggestion
[ ] Question
[x] Other suggestion
[ ] Something not listed here

This was raised in #45 but was closed nearly 2 years ago so I thought it would make sense to open a new issue.
Other:

[x] I have read through the Dynamoose documentation before posting this issue
[x] I have searched through the GitHub issues (including closed issues) and pull requests to ensure this issue has not already been raised before
[x] I have searched the internet and Stack Overflow to ensure this issue hasn't been raised or answered before
[x] I have tested the code provided and am confident it doesn't work as intended
[x] I have ensured that all of my plugins that I'm using with Dynamoose are listed above
[x] I have filled out all fields above
[x] I am running the latest version of Dynamoose

@baileytincher This is a known issue. Feel free to create a PR or multiple PRs to address this. I am going to close this issue tho, as it's more of a long running goal of the project. This isn't an issue that has clearly defined requirements and is overall pretty broad. It is something we are aware of tho.


Allow setting http headers via environmental variable

We (Azure Docker Registry/Visual Studio Tooling team) need a way to communicate with each other. Our registry would like to be able to track docker usage initiated from Visual Studio Docker tools.
We are aware of the HttpHeaders feature of the config.json file. However, to make use of this feature Visual Studio Docker tools would have to maintain a separate copy of .docker/config.json which might be flaky.
- What I did
Docker cli now reads a new environmental variable DOCKER_CUSTOMHEADER. Headers provided by this variable would then be added to the collection of custom headers that the client would include in its Http requests.
- How I did it
I simply added some logic to parse the DOCKER_CUSTOMHEADER in cli.go
- How to verify it
A happy path test case is added to the docker_cli_config_test.go. I manually tested a few other test cases:
-- No header cases still works fine
-- Using a header called x-meta-hdr1 results in the HTTP header gets passed all the way to the registry
-- Malformed DOCKER_CUSTOMHEADER variable would result in the docker command call bailing out and complaining
-- Having the same header key in config.json and DOCKER_CUSTOMHEADER variable would result in logs generated notifying that the header value in DOCKER_CUSTOMHEADER is used
- Description for the changelog
--	allow setting http headers via environmental variable
Main changes
- A picture of a cute animal (not mandatory but encouraged)

Please sign your commits following these rules:
https://github.com/docker/docker/blob/master/CONTRIBUTING.md#sign-your-work
The easiest way to do this is to amend the last commit:
$ git clone -b "master" git@github.com:shhsu/docker.git somewhere
$ cd somewhere
$ git commit --amend -s --no-edit
$ git push -f

Amending updates the existing PR. You DO NOT need to open a new one.

@SajayAntony @SteveLasker

@jhowardmsft

@dazhao-msft

We are considering consuming a header sent this way in our tooling  /cc @yuwamsft2 @davidobando


custom star style

I can use "style" to set star container style,
but can support for star item style?

Hi, I'll add that later today. I'll let you know.

Hi, I'll add that later today. I'll let you know.

Thank you so much.

@jhongyi I added a starStyle prop in version 1.0.19. Let me know if it works for you.

@bviebahn It works!! Thank you.


Clarify Telemetry

It would probably be best before kickoff if it was made clear (perhaps in README.md) what the telemetry captures, and how it is used. (Eg a privacy policy)

Sure thing, it's been on the todo list to add a PRIVACY.md linking from the README. If you're every concerned about what exactly telemetry reports, you can run ./gradlew telemetry, which prints out the telemetry report. You can also see the server-side code also, the logic is all completely open.


User management scales weirdly depending on security groups

Describe the Bug
If you have lots of security groups, if someone have "too many" of them, the interface for user management scales horribly and gets down to 5 characters per column.
14 groups (~3-15 characters in length):

More groups:

Steps to Reproduce

Make several security groups.
Have a user having several of them
Go into Users

Expected Behaviour
Increase the height of the user entry (specifically ##td:nth-of-type(3) ) instead of width so it doesn't have to squish the other columns to be unreadable.
That or have the ##.content-wrap.card to scale at least to the size of the Audit Log which is way wider so it doesn't have to squish the columns so much. There's quite the wasted amount of space on specifically the Users tab:

Screenshots or Additional Context
No response
Browser Details
Firefox (latest), Chrome (latest) - Windows 11
Exact BookStack Version
v22.09.1
PHP Version
8.1.2
Hosting Environment
Ubuntu 22.04.1 LTS, installation script

Thanks for reporting @AH-SWG, Plan to change the structure of such lists in the future, but for now have applied a quick patch to fix column sizes. Will be part of the next feature release.


Fix warnings, that appeared after requiring Swift 5.4

The errors in 5.7 and main are real, I'll fix them up in a follow-up PR.


Add registration functionality

I adapted the user registration (and 'Forgot' and 'Send Activation') code from MMW to use React.js and the RF style. I also made ti so different screens correspond to different URLs and the activation screen is rendered client-side.
To test:

Try logging in and logging out. Try making some client-side and server-side errors, which should be listed.
Try signing up. This should take you to /sign-up. Try making some client-side and server-side errors, which should be listed. Try hitting back to go to /login.
Go to /sign-up and put in valid info and then follow activation link in email (that is shown in console). You should be directed to /activate where you can click the button to go to / (and you should be logged in automatically).
Click the Send Activation Email link. That should do the same as above.
Click Forgot link. Try making some client-side and server-side errors, which should be listed. Following the link in the email to change password does not currently work. I think I'm going to make a new issue for this.

Connects #52

Getting the wrong message when I submit this form with bad data:

Since the email I get is the same regardless of whether I check the Username or Password box, can we just remove them?

Where do I go now? There's no navigation.

This message isn't really accurate in this case. I'm already verified...

It allows me to enter an invalid email address:

If you visit the login page and are logged in, there is no way to tell and it doesn't redirect you to the home page.

I've gone through all the various functions and with the exception of the confusing errors and UI elements everything does work.

Getting the wrong message when I submit this form with bad data:

It never got to the server-side validation because the client-side validation failed because neither box was checked.

Since the email I get is the same regardless of whether I check the Username or Password box, can we just remove them?

Good idea.

Where do I go now? There's no navigation.

I think the next step for the user is to go to the activation link in the email. Did you have any ideas for a button to add to that screen?

It allows me to enter an invalid email address:

I think we're only checking the syntactic correctness of email addresses on the backend, but you're right, there's no reason why we can't on the frontend.

If you visit the login page and are logged in, there is no way to tell and it doesn't redirect you to the home page.

Good point.

re: email.  We should just toss in a type="email" to the input
https://developer.mozilla.org/en-US/docs/Web/HTML/Element/input

I wasn't able to reproduce this issue

This message isn't really accurate in this case. I'm already verified...
but added a commit to address all the other feedback.

I think the next step for the user is to go to the activation link in the email. Did you have any ideas for a button to add to that screen?

At the very least I think there should be a button to return to the login screen. It seems weird to have a page that has no nav and that has no functionality.

This message isn't really accurate in this case. I'm already verified...

I got this by entering my email address used for user 1 (superuser).

:+1:  Thanks, I learned a lot from this.

Nice job fixing the password reset.

This is a ton of work great job.
I think you should fix the type on the email fields and then merge. I harp on the email type thing because it actually has a functional difference on devices. On an iPad for instance a different keyboard will be displayed for email vs text types. The keyboard associated with an email field has more special characters to make it easier to enter an email.

I harp on the email type thing because it actually has a functional difference on devices. On an iPad for instance a different keyboard will be displayed for email vs text types. The keyboard associated with an email field has more special characters to make it easier to enter an email.

Oh, good to know. I fixed it. By the way, novalidate doesn't work with React -- it has to be noValidate. In general attributes need to be camelCased https://facebook.github.io/react/docs/tags-and-attributes.html


python312Packages.pudb: 2024.1.1 -> 2024.1.2

Automatic update generated by nixpkgs-update tools. This update was made based on information from passthru.updateScript.
meta.description for python312Packages.pudb is: Full-screen, console-based Python debugger
meta.homepage for python312Packages.pudb is: https://github.com/inducer/pudb
meta.changelog for python312Packages.pudb is: https://github.com/inducer/pudb/releases/tag/v2024.1.2
Updates performed

Ran passthru.UpdateScript

To inspect upstream changes
Impact
Checks done

built on NixOS
The tests defined in passthru.tests, if any, passed
found 2024.1.2 with grep in /nix/store/dzrfgdhkarh17x79vib1ydvbhs51kr58-python3.12-pudb-2024.1.2
found 2024.1.2 in filename of file in /nix/store/dzrfgdhkarh17x79vib1ydvbhs51kr58-python3.12-pudb-2024.1.2

Rebuild report (if merged into master) (click to expand)

10 total rebuild path(s)

10 package rebuild(s)

First fifty rebuilds by attrpath

python311Packages.netapp-ontap
python311Packages.pudb
python311Packages.pytest-pudb
python311Packages.recline
python312Packages.netapp-ontap
python312Packages.pudb
python312Packages.pytest-pudb
python312Packages.recline
scriv

Instructions to test this update (click to expand)

Either download from Cachix:
nix-store -r /nix/store/dzrfgdhkarh17x79vib1ydvbhs51kr58-python3.12-pudb-2024.1.2 \
  --option binary-caches 'https://cache.nixos.org/ https://nix-community.cachix.org/' \
  --option trusted-public-keys '
  nix-community.cachix.org-1:mB9FSh9qf2dCimDSUo8Zy7bkq5CX+/rkCWyvRCYg3Fs=
  cache.nixos.org-1:6NCHdD59X431o0gWypbMrAURkbJ16ZPMQFGspcDShjY=
  '

(The Cachix cache is only trusted for this store-path realization.)
For the Cachix download to work, your user must be in the trusted-users list or you can use sudo since root is effectively trusted.
Or, build yourself:
nix-build -A python312Packages.pudb https://github.com/r-ryantm/nixpkgs/archive/73456cfdd245ce77a40b1b2f91288b1dce6858e5.tar.gz

Or:
nix build github:r-ryantm/nixpkgs/73456cfdd245ce77a40b1b2f91288b1dce6858e5#python312Packages.pudb

After you've downloaded or built it, look at the files and if there are any, run the binaries:
ls -la /nix/store/dzrfgdhkarh17x79vib1ydvbhs51kr58-python3.12-pudb-2024.1.2
ls -la /nix/store/dzrfgdhkarh17x79vib1ydvbhs51kr58-python3.12-pudb-2024.1.2/bin

Pre-merge build results
We have automatically built all packages that will get rebuilt due to
this change.
This gives evidence on whether the upgrade will break dependent packages.
Note sometimes packages show up as failed to build independent of the
change, simply because they are already broken on the target branch.
Result of nixpkgs-review run on x86_64-linux 1

18 packages built:

python311Packages.netapp-ontap
python311Packages.netapp-ontap.dist
python311Packages.pudb
python311Packages.pudb.dist
python311Packages.pytest-pudb
python311Packages.pytest-pudb.dist
python311Packages.recline
python311Packages.recline.dist
python312Packages.netapp-ontap
python312Packages.netapp-ontap.dist
python312Packages.pudb
python312Packages.pudb.dist
python312Packages.pytest-pudb
python312Packages.pytest-pudb.dist
python312Packages.recline
python312Packages.recline.dist
scriv
scriv.dist

Maintainer pings

Result of nixpkgs-review pr 329330 at 40983fb1 run on x86_64-linux 1

9 packages built successfully:

python311Packages.netapp-ontap
python311Packages.pudb
python311Packages.pytest-pudb
python311Packages.recline
python312Packages.netapp-ontap
python312Packages.pudb
python312Packages.pytest-pudb
python312Packages.recline
scriv


Tab name unchanged when navigating yourname.github.io/# (i.e. Home) after having navigated pages by labels

For example,
After viewing http://zhaoda.net/#labels/Project, when one want to go back to Home(http://zhaoda.net/#), the Tab name still shows "Project".
Chrome Version 45.0.2454.85 (64-bit)
OS X Yosemite 10.10.5

hi @j20120307,I have fixed this bug.


Fix icon design for going "back" to public dandisets

Originally posted by @satra in https://github.com/dandi/dandiarchive/issues/620#issuecomment-845481473:

<-- is a weird icon for taking one back to public dandisets.
i think that icon should be changed, but then there is duplication (we already have public dandisets on that page). so ideally it is back but takes you back to where you came from, which at the moment it doesn't. it takes you to public not the specific page of public dandisets you were looking at.
overall it's a misleading UI i think.

What if we just got rid of the "back" icon altogether? The nav bar at the top of the app is the clearest way to move from place to place already.

i'm fine with removing.
the only thought process would be adding a previous dandiset and next dandiset link, but that may be non-trivial for a given dandiset without changing our API returns. so let's go with removing the link and title.


UI Step 3 after having chosen the option “Let me define functional groups” - Issue no. 1

One cannot use the Edit button currently.

Because of #70, I am closing the present issue.


Added delegate to TLYShyNavBarManager

Hey, sorry about the blank lines that got changed with spaces, I'm using AppCode, and it has a bug with that.
Thanks for this component, it's working great for me, specially the latest changes you added.
About the PR, I'm using this delegate on a project and it's working fine. I actually made my work against master, but I figured you wanted code to be merged to the develop branch.
Let me know what do you think. Thanks.

Awesome, definitely interested in this, thanks!!
However, it's really hard to merge this PR with all these changes, can you please rebase or make one with minimal changes?
For example, your PR affects the readme shields, which is obviously an error

@gfzabarino Sorry for the confusion, I just deleted the develop branch, since it isn't actually used. Care to submit a PR against master?

Done, here it is: https://github.com/telly/TLYShyNavBar/pull/106


Blog deployment fixes

This attempts to resolve some of the blog auth container build issues we saw during the v4 deployment #1247
I've moved all requirements to the pip requirements file, and locked it with pip-tools. I've also upgraded the container to the latest stable release of python
All the dependencies have been updated, and we've moved from Flask 1 to 3, which introduced some syntax sugar for the @app routes, hence the changes there. I'm still working out how best to test this without actually deploying it in prod...

There was not a great way to test this without deploying production. I started up a separate deployment to validate that the startup error was gone, and then pointed the blog service at it to test, and was able to log in fine. Currently running in prod, since it's low risk -- we can redeploy with a clean docker tag after merge.

Closes #1247


export mjs for esm

https://nodejs.org/api/esm.html#esm_conditional_exports
Add support for esm.
If you think this proposal is reasonable, I'll create a PR for this.

A PR for this would be great!

I'll create a PR in hour.

@nbubna Can I add rollup to compile this to esm?

I'm not very familiar with Rollup, but if it seems simple enough, i'm willing to try it out.

And yes, changing the source to ESM makes sense, as long as we still produce UMD for compatibility.

I can provide a PR containing umd, esm with rollup.This will not be very complicated.

I am a vite user.
Currently, vite only supports esm, which drives us to provide esm support to all community libraries.

@nbubna Please have a look. Thanks.
Now we are at 1:24 AM. I am going to bed. I may not be able to reply in time, sorry.

@nbubna Please review it.
TODO: simplify codes to support tree shaking for downstream users.

I will! Have patience and get some sleep. ;)

I'm pondering making this a major version bump. Then i can remove squish, Component support, possibly even trim some fat by using ES6 features, and maybe drop Grunt for Rollup entirely. It is a little odd to be maintaining two build systems, and Grunt is largely stale. Thoughts?

I'm also thinking of getting rid of toCase, as i don't believe it gets much use (i don't use) and don't like modifying String.prototype.
Since you are more experienced with Rollup, do you think you can get it to run the qunit tests? I that would be the most important piece needed.

@nbubua Can we update qunit to jest or mocha or something else that can run without browser? It will speed up npm install.(Installing Chromium spend many times in my computer)
Also, I failed to run qunit. Can you tell me How to run it?

Case.type('bang', function(s) {
     return Case.upper(s, '!')+'!';
});

This usage is very dynamic, esm can only be exported statically, do you have any ideas?

Moving to jest is an excellent idea. As for the dynamic case creation, the idea is that people would export\import the Case object if they wish to add their own case types.

If we continue to use esm, it is difficult for us to achieve API compatibility, because esm can only be exported statically.

import * as _ from './utils.mjs';
import * as types from './types.mjs';

const typesArray = Object.keys(types);

function of(s) {
    for (var i = 0, m = typesArray.length; i < m; i++) {
        if (Case[typesArray[i]].apply(Case, arguments) === s) {
            return typesArray[i];
        }
    }
}

function flip(s) {
    return s.replace(/\w/g, function (l) {
        return (l == _.up.call(l) ? _.low : _.up).call(l);
    });
}
function random(s) {
    return s.replace(/\w/g, function (l) {
        return (Math.round(Math.random()) ? _.up : _.low).call(l);
    });
}

function type(type, fn) {
    Case[type] = fn;
    typesArray.push(type);
}

const Case = {
    _:{
        ..._,
        types: typesArray,
    },
    of,
    flip,
    random,
    type,
    ...types,
}

export default Case;

If it is to be compatible, I can only write in this form, which looks strange, and it is not convenient for tree-shaking.

It should export Case as the default exports and the functions as named exports. That should be fine for tree-shaking.  I'm off to bed and have a busy weekend. I may have limited time to review this before Monday.

// TODO: can't export these
// export {of,flip,random,type,utils as _ };
// export * from './types.mjs';

export default Case;

If we export default Case with export other functions. In umd, after Case.type('bang',...)  We can only get Case.default.bang. Case.bang is undefined.

Well, that's not a very helpful UMD impl. Since we're talking about bumping major version anyway, i think we may have to give up the Case[customType] part of the API and just have Case.type('bang', fn) register the function for Case.of to use and return the function for the user. I don't like that, but i'll have to think and look at this more to decide. I honestly don't think registering custom case types on the Case object is that high value, though.

The static nature of esm makes it inconvenient for us to dynamically inject on the module.
I also think Case.of and Case.type are not particularly useful.
The implementation of the PR I submitted now is implemented in accordance with the existing API compatibility.
If we give up some API compatibility and remove Case.of and Case.type, the implementation of src/Case.mjs will be more intuitive and easy to understand.

I actually use Case.of myself, so that is certainly useful enough to keep, IMO. I have made occasional use of custom case types, but i do not specifically need to be able to do
Case.type('bang', fn);
Case.bang(text);

So, i think i am willing to change Case.type to something like Case.register(name, fn) to be more clear that it simply registers a type for use with Case.of, but does not add the new type to the Case object itself.

That sounds achievable.


Cancelling and restarting download of export templates throws an error

Operating system or device, Godot version, GPU Model and driver (if graphics related):
Windows 7 64 - Godot 3 beta1
Issue description:

If the download of templates is stopped, you get an error if you immediately try to download them again.
Steps to reproduce:

Open "Manage Export Templates" window
Click on Download
Click on a mirror
Click on Close on the download window
Click again on Download
Click on any mirror
An error saying it couldn't get the url will be shown. A workaround is closing the "manage export templates" and opening it again.
Note: this should probably be a separate issue but the window is not really modal. Clicking anywhere on the editor will close the download window and you have to start the download again.

Link to minimal example project:

Not a high priority imo, voting to close this

@MoraleIsNone I hope you can sort out whatever is going on in your life that's making you so angry.

@noidexe Can you (or anyone else) still reproduce this bug in Godot 3.2.1 or 3.2.2beta4?

Checked on 3.2.2b4 win64 and it seems solved. Both the window not being modal and the restarting of downloads.
Thanks a lot!

@noidexe Thanks for replying :slightly_smiling_face: Closing as resolved.


Timeline

Hi,
I just downloaded the latest version of plugin and observed that width, height and opacity are not working in timeline. Request you to solve the same Thanks in advance

Thanks Thanks a lot. :) :)
On 28 September 2015 at 13:47, Yehor Lvivski<EMAIL_ADDRESS>wrote:

Closed #38 https://github.com/lvivski/anima/issues/38 via d646035
https://github.com/lvivski/anima/commit/d646035df287d8f3c25a2b08019b1a9e30c5acf1
.
—
Reply to this email directly or view it on GitHub
https://github.com/lvivski/anima/issues/38#event-420486977.

--
Regards,
Shafiq Khandwani


OpenCV is not linking to libjpeg-turbo

The build configuration for OpenCV links to libjpeg in the 3rdparty libs folder instead of the libjpeg-turbo installed as a dependency.
Likewise, it also links to libpng in 3rdparty instead of the pre-installed libpng.
Build log:
C:\Program Files (x86)\Microsoft Visual Studio 14.0\VC\bin\x86_amd64\link.exe /ERRORREPORT:QUEUE /OUT:"D:\projects\vcpkg\buildtrees\opencv\x64-windows-rel\bin\Release\opencv_world310.dll" /INCREMENTAL:NO /NOLOGO /LIBPATH:D:/projects/vcpkg/buildtrees/opencv/src/3rdparty/lib /LIBPATH:D:/projects/vcpkg/buildtrees/opencv/src/3rdparty/lib/Release kernel32.lib user32.lib gdi32.lib winspool.lib shell32.lib ole32.lib oleaut32.lib uuid.lib comdlg32.lib advapi32.lib "D:\projects\vcpkg\installed\x64-windows\lib\zlib.lib" D:\projects\vcpkg\buildtrees\opencv\src\3rdparty\ippicv\unpack\ippicv_win\lib\intel64\ippicvmt.lib "D:\projects\vcpkg\installed\x64-windows\lib\zlib.lib" ....\3rdparty\lib\Release\libjpeg.lib ....\3rdparty\lib\Release\libwebp.lib ....\3rdparty\lib\Release\libpng.lib ....\3rdparty\lib\Release\libtiff.lib ....\3rdparty\lib\Release\libjasper.lib ....\3rdparty\lib\Release\IlmImf.lib vfw32.lib comctl32.lib gdi32.lib ole32.lib setupapi.lib ws2_32.lib "D:\projects\vcpkg\installed\x64-windows\lib\zlib.lib"

Thanks for reporting this! I've ensured OpenCV now links against the built libjpeg-turbo, libpng, zlib, and tiff by deleting the relevant 3rdparty directories.


Add tutorial on how to set this up on travis

This nice man has made a youtube video on how to use Lighthouse with Travis.
https://www.youtube.com/watch?v=82SVcPFIVQI
And the package.json file refers to lighthouse too:
https://github.com/kalaspuffar/simply-communication/blob/master/package.json
Which refers to this, a handy docker container for lighthouse.
https://github.com/GoogleChromeLabs/lighthousebot
This makes me think you could run this on other hosted CI platforms too.
We should investigate how, and make some docs for this.
C

Okay. I have this working on travis now.
It was fairly straightforward, so if I can find a project on github to add it to, I think there's a post to be written.

To plug this here, at Giant Swarm we built https://github.com/giantswarm/lighthouse-keeper and https://github.com/giantswarm/lighthouse for this purpose. The idea is to compare the current branch against master.
We stopped using it for now, as we found that the lighthouse test results were too flaky/inconsistent. Even if we changed nothing in a web site/app we would get changes in scoring. And then it usually checks one URL, but not specifically the URL you might be affecting most with a change.
So while it was a nie idea, we didn't make it work yet in practice. But we are also not a big web shop and didn't a lot of effort into it.
I still use it to run checks on the command line.


PlatformException(10, , null, null)

See https://github.com/google-pay/flutter-plugin/issues/164
Exception is very subtle and doesn't help at all. A better exception would help alot. Needed a few hours to find out, that my API is the problem initializing the PaymentItem.

You should keep this issue open @dvohl, for me it was exactly the same exception, but it was my config.json that was wrong and not the PaymentItem.


[BUG]: drizzle-zod incomatible with nativeEnums

Report hasn't been filed before.

[X] I have verified that the bug I'm about to report hasn't been filed before.

What version of drizzle-orm are you using?
0.38.2
What version of drizzle-kit are you using?
0.30.1
Other packages
<EMAIL_ADDRESS>Describe the Bug
when using<EMAIL_ADDRESS>the z.nativeEnum support is completely borked - it overrides all other types when used in the refinement for createSelectSchema. See last 4 lines:

prior to 0.6.0, z.nativeEnum was supported properly, and did not override all other types, as shown on the last 4 lines here when downgrading:

This is related to #3735. Closing in favor of that issue.


K3S make need docker,  FATA[0000] exec: "docker": executable file not found in $PATH

I downloaded 1.23.5's Source.gz and tried to run make and get the FATAL below
FATA[0000] exec: "docker": executable file not found in $PATH
Temporary expermenting on VM Centos Stream 8, but my end goal is embedded airgap environment.
Thanks.

At the moment the k3s makefile makes significant use of docker and dapper (a docker wrapper). While we would like to move away from this long term, it is not something that we are planning to address immediately.


raise Exception(f'Could not find environment based on pattern {env_name}')

raise Exception(f'Could not find environment based on pattern {env_name}')

you need use the python3.6


Unable to start electron on windows

I'm having this problem on windows. It works fine on mac
I'm using electron packager with electron v0.34.0
Error: Cannot find module 'C:\Users\u\vm\win32-x64\resources\atom.asar\browser\lib\init.js'

Does the default app work? If the problem only happens after you packaged the app, you probably want to report this to https://github.com/maxogden/electron-packager.

The packaged mac app works. The default app works as well as all it does is load a url.
There was a similar issue https://github.com/atom/electron/issues/2803 a month ago
Any particular reason you think this is not an electron issue but an electron-packager issue?

Any particular reason you think this is not an electron issue but an electron-packager issue?

Because the way default app works is exactly the same with packaged app, so if default app works then under most cases Electron is working fine. Before you report this to electron-packager you can probably package the app manually to verify whether it is an issue of Electron.

Did your app "spawn" the init.js script? I have a similar problem. With newer electron builds it seems not possible to spawn a script inside an asar package on windows

I found a workaround where I replaced app.asar with the actual app folder. Now it runs without any problems.

I'm having the exact same issue in Ubuntu on an application that runs fine on both OS X and Windows, and does not make use of electron-packager.
module.js:338 Uncaught Error: Cannot find module '/home/jviotti/Projects/herostratus/node_modules/electron-prebuilt/dist/resources/atom.asar/renderer/lib/init.js'

The file electron complains about does exist here:
$ asar list node_modules/electron-prebuilt/dist/resources/atom.asar | grep init.js
/browser/lib/init.js
/common/lib/init.js
/renderer/lib/init.js

@marsinvasion

I found the same workaround where I replaced app.asar with the actual app folder. Now it runs without any problems.

Can you explain the workaround in more detail?

You can reproduce with:
git clone https://github.com/resin-io/herostratus
cd herostratus
npm install && bower install
npm start

@jviotti i think that @marsinvasion removes the complete asar and use the original source code. In my opinion thats not a solution.
It runs fine with older electron build (with io.js)...   But with the newer build it seems there is no solution.

@rbartholomay Do you have information about a specific Electron build version that doesn't have this problem?

i am running the 0.32.3 build here...

@rbartholomay Weird. I've been trying many older versions without success. The app does run in another computer running the same Ubuntu version.
@zcbenz Any chance we can re-open this issue?

Update: Works fine in v0.25.3. I'll try to identify the first problematic version.

It works up to v0.31.2, and starts failing in v0.32.0.

in my case 0.25.3 will not run...    I try later the 0.31.2.  Did you test with spawn or fork?

@rbartholomay I'm not spawning init.js at all manually. I believe it gets loaded by Electron by default?

it should when i understand the docu correctly. I have a also different problem, when spawning or forking inside an asar.archive

@rbartholomay Yeah, there seems to be two different issues under the same symptoms. I'll try bisecting electron later and see what I find.

If this issue is still actual, I found a temporary solution: patch node_modules/electron-winstaller/template.nuspec so it has forward slashes instead of backslashes in paths. I suppose that problem in escaping backslashes in path strings, but old C standards tell that one should use forward slashes in paths agnostically to OS. Every other modern Windows API dealing with paths should understand forward slashes so there no need to use backslashes with possible escaping issues.