text:
Not throw error when FileNotFoundException throw

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authors: codecov-commenter goflutterjava

repo: paashzj/dev-tools-kotlin


text:
Set up Sphinx

Not necessary.

source: gharchive/issue

repo: pastydev/cmdict

license: MIT

license_type: permissive

license_source: github-api


text:
v2.1 : revisit favorite model prereq for model with high circulation

Hmm...not changing this for now as high circulation means such model is quite overpowered.
another rationale is that manufacturer probably only care about customer with certain ownership %. If a player does not reach that %, there's no incentive for the manufacturer to give discount (even if it's the top user, but it's still relative low %)

repo: patsonluk/airline


text:
Frontend: Remove the Recruitment Banner from Members.tsx

Resolved in #133

repo: pbdsce/pbwebsite


text:
Replace cookie by url param for search_type

 Fix submitter search_recommenders toolbar "flip" bug after advanced search

source: gharchive/pull-request

repo: pci-dev/pci


text:
Small rendering bugfixes, URL params in demo pages.

@pearcetm I have issues with zooming, when new tiles arrive it somehow re-renders semitransparent layers so they have several times the opacity they should have, but after a fraction of a second it stabilizes back. Basically as if double buffering was missing and I was rendering to the screen buffer.
https://github.com/pearcetm/openseadragon/blob/e07745d7902d1bbc6c4801b88c9fa4cdb2200469/src/webgldrawer.js#L218
I noticed you useTwoPassRendering when the layer opacity is below 1.

it does not apply on tile-level opacity which seems inconsitent
it looks to me like you solved the exactly same issue I am having be rendering to a texture, and then using the texture to render onto the output canvas

I am bit confused why these artifacts happen when according to some old docs I found doublebuffering should be automatic this should not be an issue. Did you find anything?

I noticed you useTwoPassRendering when the layer opacity is below 1.

it does not apply on tile-level opacity which seems inconsitent

The // TODO: relates to this - hasTransparency() needs to be checked to deal with tile-level opacity, and this still needs to be implemented. The approach should work fine once this check is added.

I am bit confused why these artifacts happen when according to some old docs I found doublebuffering should be automatic this should not be an issue. Did you find anything?

The automatic double-buffering isn't something you can affect at all, and relates to swapping the drawing buffer to the output buffer so that partially-rendered viewports aren't visible on the screen. From a developer perspective you can just write to the canvas and not worry about the different buffers, so functionally its just one operation. However, the process of compositing tiles of different resolutions into one image, including things like blending tiles together, requires an additional second step which we need to do manually.

it looks to me like you solved the exactly same issue I am having be rendering to a texture, and then using the texture to render onto the output canvas

Yup! When building an image/layer from tiles, the lowest-res tile is drawn first, then any available tiles from the next higher-res level, and so on up to the highest resolution for the given zoom. For fully opaque tiles, the higher-res tiles just replace the pixels of the lower-res ones. (Non-zero blending time is a different story but doesn't necessarily affect the current issue you're describing.) When there is semi-transparency, however, if you draw directly onto the output buffer the image gets compounded together multiple times because each level contributes some pixel data, so the overall opacity appears higher than it should. Rendering to a texture during tile composition, then rendering the composited overall image once onto the output buffer avoids the issue.

Yes, thanks, I missed the fact it rendered tiles with multiple levels. I checked whether tile or tiledimage was getting rendered twice in a loop and completely missed the fact it rendered the same data in different scales.
Shouldn't this be handled with opacities though? If I render fully opaque tiles, their blending animation should use transparency too. The trasparency value should be interpolated to amount to the overall sum. I did not check yet, but thinking about it, rendering into a texture should change nothing because all the blending works with the same opacity values - or does it.

Shouldn't this be handled with opacities though? If I render fully opaque tiles, their blending animation should use transparency too. The trasparency value should be interpolated to amount to the overall sum. I did not check yet, but thinking about it, rendering into a texture should change nothing because all the blending works with the same opacity values - or does it.

I think it has to do with whether opacity is premultiplied or not. During blending the tiles are individually given an opacity level but this isn't baked into the RGB values so the shader program needs to do that, but then drawing onto the output canvas needs to be done with premulitplied alphas in the second pass. Note that for images without transparency the bottom level is fully opaque so you don't need two passes because nothing is blended onto lower tiled images.

@Aiosa I'm actually not sure my current implementation will handle tiles with semi-transparent data properly either, in all circumstances. Have you tried it by any chance?
For semi-transparent TiledImages I think we might need to simply replace pixels of lower-res tiles with those of higher-res ones (as if it was opaque), so the blendFunc might need to be changed in this case (to source factor gl.ONEand destination factor gl.ZERO). This can't be done in one stage because it would fully overwrite the pixels from and underlying other tiled image. It would work OK in two-stage rendering because the first pass render-to-texture would end up with the correct colors and opacity, and the second step would blend it into the overall scene appropriately.

I did not try per-tile-level transparency yet.
Ah, I finally understand. Thanks, I thought the blending solely tries to blend different scales and animates the opacity, but it acually renders high resolution first to ensure the canvas gets drawn on, then replaces with higher resolution if available. Thanks for the explanation, I completely missed this, though it seems obvious now. I agree, unless we explicitly compute what needs to be actually drawn, we need this two pass approach. I actually like this requirement, because it aligns with some of my features that are impossible to do in a single pass (e.g., computing a clipping mask) or leave artifacts when done on tile-level (local-oriented image processing such as edge detection). This way I can pre-render data for the output and do more sophisticated processing in the second pass. Nice.

Actually I think this is doable with OpenGL (not sure the webgl support) by stencil or depth buffer. You can:

for each tile source:

clear stencil buffer
draw tiles in the descending order, first high resolution
if stencil buffer tained, discard the pixel

repeat until done

This actually bypasses processing of fragments when they are not needed so it is also an optimization.

The stencil buffer approach looks like a cool trick! I'm curious what the performance implications would be. While it does avoid drawing pixels to the back buffer, it's not clear to me from the article you linked that it actually saves processing the fragments themselves, and might actually add a step.
While this could overall be a good approach, I have a couple of potential concerns:

It seems like the stencil-based approach where the highest-resolution tile is drawn first (and exclusively, at a given location) won't work with blending higher-res tiles into lower-res ones (i.e. when blendTime > 0).
Like you, I like that the two-pass rendering approach allows processing the whole viewport for filters like edge detection etc. without tile-based artifacts. Can this be done on the stencil buffer? If not, it might be simpler to keep the two-step render-to-texture approach in place.

Well, using stencil buffer mainly helps in avoiding the second pass. It prevents fragment shader from being triggered so the savings are mostly when you have expensive fs like lights computation. So it could be an optimization under some conditions (no blendTime and no advanced features). But, it could be used in clipping and cropping.
It does not help with blending, if blend time plays its role, then this will break, however, then I think the overall tile opacity in the blend time should equal to the required sum: either you want just the highest resolution, or you want blending - the opacity must by interpolated (always blend all the tiles).
I intend to keep the two pass approach too, I need that for advanced stuff, just thinking whether it is really necessary for simple blending.

Now I just need to find out why the viewer lags with higher amount of tiles (subImage2D) when zooming in

If you can describe the problem in a bit more detail I can try to look into this to see if I can spot any differences in the cpu=>gpu loading between our approaches.

I think it could help to render multiple tiles at once, I am still doing it on a tile-level basis per gl API call. I think the GPU is throttling, the profiler for example showed three calls to glTexImage2D that each took almost half a second. I noticed similar behavior in your renderer too, but it was just one call with ~80ms. So I need to play further with minimizing and optimizing. I would like to use 3D textures but they need to load all the data every time when something is changed..

I would like to use 3D textures but they need to load all the data every time when something is changed..

Yeah, I've thought about this too. It ended up being more optimal to just send the data to the GPU one time per tile. (Note: this is not once per tile per frame, just the first time the data is available.) Sending a whole set of tiles every time a new one is available is a much larger amount of CPU->GPU data transfer.

In the end the lag was caused by my stupid re-uploading of existing textures to the GPU (shared between multiple tiles). At least we know what happens when you get 50 distinct layers. The context2D based renderer would probably handled it much better. On the other hand, textures that arrive from the network usually come in more sequential manner, they do not bump tens of teximage2d commands at once so it might perform better.
Even more stupid from me since I am supposed to know this happens since I am refactoring the cache system and was working on the exact same code like a two weeks ago 😄
Implementing batch-drawing (instanced array draw in webgl2 + 16 texture units = 16 batch size) in my case did not help much, I doubt I was able to spot a difference. The only difference is that texture coordinates broke for corner tiles, but that also might be caused by an invalid VBO behavior at edges, noticed it only happens when there are 'almost empty tiles' near edges... deriving the positions from tile positions automatically fix this (probably the buffer data alignment) but as you pointed out, it does not always render properly.

The tile overlap during the rendering is not an issue unless

you perform zooming
the tile data actually contains explicit overlap (e.g. the protocol parameter)

I really tried to go wihout the explicit texture coordinates, but it does not work well with the zoom animation. So the stuff I am showing above actually uses explicit texture coords, and works flawlessly - unless you reach edges of the image, then they suddenly stretch the texture (as shown on the image). Since this does not happen when rendering one tile at the time, it has to do something with the instanced rendering I use - bad corner usecases of the buffer data / etc.

The overlap I'm talking about is when the tileOverlap specified in the TileSource is non-zero. The "edge" pixels that are shared by adjacent pixels need to be ignored; there is no need for them with webgl rendering. If they are not ignored, they will be drawn twice, and if there is partial transparency this will cause artifacts at the tile borders.

Yes, I know. But even though there is no overlap, still, computing the tile texture automatically on the fly made the tiles jump around a little when zooming. I guess it has something to do with the tile position animation, which is balanced out by the explicit texture coordinates. What puzzled me was that these coords are statically computed once. Nevertheless, these coordinates fixed this 'jumping'. The artifacts I am seeing now are unrelated though. At least it looks like it.

I think I still don't really grasp specifically what behavior you're seeing in this buggy setting. In the most recent images you posted I don't see "stretching" but rather a quite noticeable seam. Or are you saying that stretching is the thing that causes the seam? I also don't really understand why this would happen only on certain zoom levels.

Me neither, but it does not happen only when the tiles do not align with the domension, and these partial tiles are to be rendered, maybe I am somehow ommiting them in the instanced rendering, or the buffered data is wrong, or the buffer config is wrong. I think it is rather a technical bug and nothing interesting (if the partial tile col:6 row:10 vanishes from the viewport the seam vanishes too, the seam seems to be caused by the full tile texture being stretched by the height of the partial tile directly below).
What is interesting is when I try to render the debugging borders on a shader, they flicker when zooming (and yes, I am comparing the distance on a computed texture pixel size). Since the flickering also happens on the debugging text and has a similar nature, the same thing I observe when computing texture coordinates directly in the vertex shader, and considering the tile overlap shown below (which shouldn't really be there) I am wondering whether there is a problem with the positioning logic on the JS side, and whether we should consider moving this logic to the vertex shader... I don't know why everything except the actual drawn image, and the debug lines drawn with canvas API are the only things that avoid this weird zooming flickering, though the numerical precision seems like one of possible culprits.

I'm trying to wrap my head around the flickering you're describing. Do you have a demo site up that I could access to see it in action?
I'm coming back to the overlap issue again (not sure if it's related to the jitter or the small unexpected overlap you're describing). I see that you're accounting for tileOverlap when calculating the positioning matrix. However, it doesn't look like you're using it to calculate the texture coordinates to be used in the fragment shader. Instead, it looks like you're always using a unit quad:
https://github.com/Aiosa/openseadragon-webgl/blob/31f9a7110918b667932d4c28d8a4fee69d9390ca/src/webgl/webGLContext.js#L326-L336
Using a unit quad for texture coordinates only works with tileOverlap=0. Otherwise you need to use a different quad to index into each tile's image data. In my implementation this happens here (specifically with _makeQuadVertexBuffer using values calculated to account for the overlap):
https://github.com/Aiosa/openseadragon-webgl/blob/31f9a7110918b667932d4c28d8a4fee69d9390ca/src/webgldrawer.js#L805-L827
Does that make sense?

I am wondering whether there is a problem with the positioning logic on the JS side, and whether we should consider moving this logic to the vertex shader... I don't know why everything except the actual drawn image, and the debug lines drawn with canvas API are the only things that avoid this weird zooming flickering, though the numerical precision seems like one of possible culprits.

I don't think there's anything wrong with the positioning logic itself - as you say, the image doesn't have problems, and the canvas-based debugging info doesn't either. Can you point me in the code to where you're actually rendering the tile borders, text, etc?

I'm coming back to the overlap issue again (not sure if it's related to the jitter or the small unexpected overlap you're describing). I see that you're accounting for tileOverlap when calculating the positioning matrix. However, it doesn't look like you're using it to calculate the texture coordinates to be used in the fragment shader. Instead, it looks like you're always using a unit quad:

Yes, I did not push the latest code version, sorry, too much was going on.
The texture position was my bad, I did not notice the Duomo image has 1 px overlap.
It still remains that I was observing just the same kind of jiterring when navigating on the debugging text and borders (when drawn with webgl).
I also don't have text rendering yet since I wanted to do that on the GPU directly (text rendering would be nice to have at disposal and I was trying to avoid canvas usage, though, maybe it is not that bad idea to leave these croppings etc. to be rendered by the canvas API as you do now - at least it is easy :D ), my main motivation was that custom shaders could re-use the text rendering ability.

maybe it is not that bad idea to leave these croppings etc. to be rendered by the canvas API as you do now - at least it is easy

Since it's proving to be challenging to get all of these functions done directly in webgl (though I'm sure it can be done eventually) I think we could leave them as-is with the canvas implementation. Future PRs can tackle migrating more functionality to webgl. Does that sound reasonable to you? If so, what still remains to be done before you think this PR is ready to be merged?

I like the idea of modularity, because it enables cool extensions and gives developers flexibility. However it is also very complicated and hard to follow the logic of the code. If there's not a clean, clear, and well-documented API, I feel like the modularity will be somewhat wasted...
Here's how I've been conceptualizing a modular pipeline (I think it would work with your system too):

Positioning tiles: the core rendering code (whether or not a second pass is used) handles positioning of the tiles.
Drawing tiles data:
a. If no tile-level shader is specified, the pixels are drawn as-is.
b. If one or more tile-level shaders are specified, these are given the texture, texture coordinates, and output coordinates. Note that I am not an expert and I am not sure how specifying such an API in webgl would work in practice...
Processing the full viewport: Zero or more (any number) additional shaders can act on a texture that contains the full view of already-assembled tiles. Again, how to design this API...

In the special case where no additional shaders are used and there is no transparency, this can be optimized to a single pass process (as it is in our current implementations).
So there would be two types of shaders that could be implemented: tile-level and viewport-level.  Custom shader programs could be configured in various ways (as options per TileSource or on the Viewer).

On the other hand, taking both and making/merging them to a single implementation, would be in my opinion best.

This PR already supports specifying a priority order of desired drawers - for example, if webgl isn't supported, canvas can be used as a fallback. We could do the same with webgl2 vs webgl1. The fully modular implementation could be implemented only in webgl2, and my existing webgl1 drawer could just be a fallback in the event that a particular browser/device doesn't handle webgl2.

File organisation: I would put all drawers to a folder, and maybe all tilesources to a different folder, simply to group variants of the same implementation together.

I agree, I think this would be nice.

I would like to also combine this with the cache overhaul I am working on. Idk which PR should come first

Making sure they work together makes sense. And I also think keeping the PRs separate makes sense too. We just need to think about where the two systems need to interact and keep that API well defined. If we do that I don't think it matters which PR is merged first.

conceptualizing a modular pipeline

I think the concept became clear to me already after implementing several versions (assuming the pipeline is fully 2D, otherwise this might not work that well, but OSD newer attempted 3D):

Code outside the webgl renderer - the drawer

Using the renderer to render some data onto some canvas,
Defines what data is rendered where = handles tile positioning
Defines drawing pipeline

Upload textures and prepare data (tile positions)
Use Renderer to join tiles and possibly perform second pass if applicable
Use context2D to finetune rendered result if applicable

Code inside the 2D webgl renderer - the renderer

Using the renderer to parse configuration files instantiating specific program
Rendering selected set of images onto selected set of positions within some context/canvas (batch or instance rendering)

So the drawer defines the lifecycle, events, drawing pipeline, but in the end, what is drawn depends only on the renderer, which allows you to specify what data where to render in what style. That's what I have more or less implemented (minus some additional flexibility since I would like to break down my shader layers even more, but on that maybe later). Also, I have Controls that are owned by shaders and allow users to automatically pass values from UI controls (can be disabled) to the shader with ability to autopropagate changes, recognize when the program needs to be recompiled (e.g. shader that allows you to write custom GLSL interactively) without developers touching any webgl - they write GLSL, HTML, and the rest just works.
Coming back to the renderer design, you can re-use it to draw for example viewport tracking for the pathologist (that's what I do), render of-screen locations on the file for previews / screenshots without navigating to that particular place (that's something I also do) - replicating drawer's output manually with custom positions.

In the special case where no additional shaders are used and there is no transparency, this can be optimized to a single pass process (as it is in our current implementations).

Single pass could be used also with shaders, if they do not read in local neighbourhood, or if you force it (performance reasons) to do so.

So there would be two types of shaders that could be implemented: tile-level and viewport-level. Custom shader programs could be configured in various ways (as options per TileSource or on the Viewer).

I am not sure tile-level shader is necessary. If you join tiles as-is and process the joined layout it does not IMHO give you any advantage. I would process data at viewport level if possible, and render tile-level otherwise. Since the renderer is just suppose to render data onto specified location, you don't care if you draw on a tile or viewport.

The fully modular implementation could be implemented only in webgl2, and my existing webgl1 drawer could just be a fallback in the event that a particular browser/device doesn't handle webgl2

I would prefer unified interface for both. Implementing all this within one drawer means uniform behaviour and fallback to (potentially) less-optimal webgl 1.0 version. You can provide proxy functions for GLSL that hide differences and write shaders that work everywhere. I did not publish such implementation here, but my WSI viewer does exactly this.

We just need to think about where the two systems need to interact and keep that API well defined

The cache system fixes a few broken data handling logics, so I would like to finish both before releasing new OSD version. I think publishing the webgl version first will be easier, since the other PR is smaller and can adapt more easily. Then, we have to only change the way we read data since some functions will get probably deprecated, and mainly it can happen the drawer will attempt to draw data that is being still converted (and thus is still missing). So we can just suppose for now we have context2D or image, and later we can say 'we support this list of data types, give us anything from it'. texImage2D is fairly flexible.

Ah one note

So there would be two types of shaders that could be implemented: tile-level and viewport-level

I realized it acually can save performance (though computationally-wise it does not matter), if you preprocess data and then render these localy, similar to kernel separation. The issue is that this can lead to incorrect results since first pass has non-continuous data so if you were to use this for e.g. digital morphology and then detect edges, you would arrive at artifacts, though you would save some computation..

Ah one note

So there would be two types of shaders that could be implemented: tile-level and viewport-level

I realized it acually can save performance (though computationally-wise it does not matter), if you preprocess data and then render these localy, similar to kernel separation. The issue is that this can lead to incorrect results since first pass has non-continuous data so if you were to use this for e.g. digital morphology and then detect edges, you would arrive at artifacts, though you would save some computation..

I agree that for the use-cases you mention that a tile-level custom shader could introduce artifacts, but I think it makes sense to give developers the flexibility to do custom shaders at that level if they have a scenario that could benefit from it.

I'm caught up on the conversation here. All sounds good... I don't have much to add.
I do think having tile level shaders makes sense, assuming you can run the shader once per tile load (or again when you want to change things, but not necessarily every frame). That seems like a good optimization, especially since it can allow tile customization even with the single pass render. Of course also having the viewport level shader will be great for effects that have artifacts at tile seams!
A note about the proposed APIs: I want us to think in terms of layers of complexity. Most users will just need the basic functionality and shouldn't have to understand anything below that. Some users will need to go further, so they'll need to understand a deeper level of complexity, but maybe not all the way to the bottom. And of course some users will need to understand everything.
Looking at the APIs proposed, I see @Aiosa's "a drawer can draw anything anywhere" API as the bottom level (most complex) and @pearcetm's "tile level and viewport level shaders" as the middle level. Ideally people will be able to engage with the middle level without having to think about the bottom level.
Roughly:

90% of all OSD users won't need to think about drawers at all.
9% of them will want to think about customizing with shaders.
1% of them will need to do the extra fancy customization.

It's important that we support all those levels but also that the existence of those levels doesn't burden those who don't need them.
I presume we're already on the same page there, but part of my job is to state the obvious so we can know we're all on the same page. Part of where I'm coming from here is I'm constantly reminded that something so basic as the concept of viewport coordinates is infinitely confusing to people. 😄

These tile-level shaders are run each animation frame, when tiles are rendered to the viewport image, prepared for the second pass.
While I agree that low-level access to webgl functionality would be for very few users, the API I have also have it's nicer 'side' meaning by default it behaves like any other renderer, just allows for customizing the rendering pipeline if desired. I am also planning to further refine the shader API to be able to define shader 'nodes', and even build a visual programming interface for these (as a plugin), so you could design your rendering pipeline with UI drag&drop (once I get some student for this topic or find enough time for refactoring :D ).
So the API would need some polishing, though it's mostly ready. I would very much like having implemented both webgl 1 and 2 in this framework. On the other hand, the small compact webgl drawer has the advantage that it is a single script, easier to understand. It performs well, @pearcetm did really great job implementing it and I think his version is almost ready (I did not want to use the context 2d hack but I am afraid I will have to use the same for support of these additional croppings and debugging, though I still think manual blending implementation is better since other features are not so frequent and this can avoid using context 2d at all). By almost ready I mean cleaning up the code and also establishing the directories for image sources and drawers.
So as much as I would like to have the modular renderer being part of the core, a plugin is also a way. I think our priority should be now finishing up.

I had paused work on finishing/cleaning up my webgl drawer implementation since that effort would be wasted if @Aiosa was going to create the ultimate version. However, now it sounds like perhaps we should go with the more basic implementation as a first step, and add @Aiosa's more modular version in a subsequent PR?
I do think there's benefit to having a basic version out there because it will fix essentially all the issues with tiling artifacts.

Finishing up the basic drawer and merging that sooner, and adding the more modular system in the future, sounds good to me! I think they both have value, but there's wisdom in taking it one step at a time.

I will now focus more on the cache PR to get it merged sooner, and return to the webgl improvements later.
One thing: animation drawing events seem to me like think of the past. It can be helpful if there is a step in the rendering pipeline still using c2d API, but when drawing pure webgl, being able to modify the shaders is much more efficient and meaningful. Also, trying to use c2d in webgl canvas will fail so you have to copy the data out, do something, and then... ehm... how do you feed the data back to the pipeline? I don't think theres a good way of doing so. But these events might be still useful (e.g. tests), so maybe wrapping them in a flag condition that is default on but allows turning events off could be useful. Maybe the overhead is not that much, but IMHO the event creation is not cheap as you create several functions, wrap objects, try to call these...
https://github.com/Aiosa/openseadragon-webgl/blob/e3024deb4661d1d236bf15ef16e1d39dc9223e98/src/webgldrawer.js#L516

@Aiosa Which events are you talking about? It seems the links you provided are to a new event? Which events are you thinking of getting rid of and what's the purpose of the new one? Sorry if this has already been covered elsewhere...

These events are in all drawers (tile-drawing and tiled-image-drawn), and devs usually used these to modify the tile somehow before drawing. The webgl way will likely not really support such means since the data must already be on GPU at that point, otherwise you can't get interactive framerates, so having these events seems more harmful as I can see users trying to do the same with webGL and being surprised it either does nothing, or lags (the countinousTileRefresh flag).

tiled-image-drawn was something I added to try to keep the implementation as close to the existing pipeline as possible, which includes the tile-drawn event. I don't think it should really be used but it was used in the test suite. I'd be happy to remove it.

@pearcetm Maybe if you let me re-organize the file structure in the cache PR that would be awesome. Otherwise my merge will be harder, since stuff I have to merge will move to different location...

Thank you for the explanation! I agree that adding tiled-image-drawn seems unnecessary, and I like the addition of the warning for the tile-drawing/tile-drawn events.
Back to the subject of tile level shaders... If they are run for every frame, then it does seem like they might not be as useful. It seems like it would potentially be good to provide some sort of mechanism to modify tiles once when they are loaded (or when settings change) but not every frame. I guess that's part of what the cache overhaul is for. It might be a nice API to allow people to give a shader that can run on the tiles when they are loaded... Surely that's possible. Anyway, maybe something to think about for later.

@pearcetm Maybe if you let me re-organize the file structure in the cache PR that would be awesome. Otherwise my merge will be harder, since stuff I have to merge will move to different location... Or at least I think, I am not sure how git handles this...

I'm happy to let you hand the file structure reorganization in the cache PR. Do you want to get things (re)set appropriately in your branch of this PR? That way I can merge your changes and everything will be set up as you want it...

Back to the subject of tile level shaders... If they are run for every frame, then it does seem like they might not be as useful.

The renderer can do two or single pass process. In both cases it is very useful to change thenshaders that perform animation as that's the GPU power. Actually, the bottleneck is here the amount of API calls from the host CPU (the most prominent being texture uploading) do even if you were to compute complex things per pixel each frame, it would not really matter as that's what WebGL shines at. My argument was that in two pass render allowing modifications of both stages seems unnecessary because you can render the same stuff in just the second pass (which works with stitched tiles) and without artifacts (e.g. Sobel filter). The only use it has is that it can pre-render some midresuls to speed up, but again, that's not our bottleneck.

It seems like it would potentially be good to provide some sort of mechanism to modify tiles once when they are loaded (or when settings change) but not every frame.

Actually my comment about tile-drawing event applies only when you change the data each frame. Otherwise re-uploading tiles once a while would be 'ok' (I think you would experience one short lag when you fired all the load texture command at once per tile).

I guess that's part of what the cache overhaul is for. It might be a nice API to allow people to give a shader that can run on the tiles when they are loaded... Surely that's possible. Anyway, maybe something to think about for later.

That's possible, but not necessarily the best option. Better is to have customized shader interactively rendering your data each frame so you can have literally input controls that modify what you see realtime. Offline processing is better for CPU as it's slower, but has better flexibility and available libraries.
The most desirable and processing intensive scenario is IMHO converting incoming data to canvas, doing whatever preprocessing might be necessary, and having anything else that can be ported to shaders being rendered online in shaders, each frame.
And yes, the cache PR is there to make these things easier. Being able to say 'give me context2d data' in load event regardless of what data type arrived via tile source at, and last but not least, providing type destructors that are automatically called, so that users can do (regardless it's a good idea or not)
...addHandler('tile-drawing', e => {
     const data = tile.getData('canvas');
     ... change the data with canvas APi...
});

which together with a proper GPU type convertor (e.g. data type 'texture2d') automatically called the destructor (unloading texture), let user do whatever they want, and auto loading the result as texture once necessary. This is currently not possible, without explicit knowledge of what's happening in the renderer. Which should not matter anyway since if it does, it means you cannot use different renderer.

@pearcetm Maybe if you let me re-organize the file structure in the cache PR that would be awesome. Otherwise my merge will be harder, since stuff I have to merge will move to different location... Or at least I think, I am not sure how git handles this...

I'm happy to let you hand the file structure reorganization in the cache PR. Do you want to get things (re)set appropriately in your branch of this PR? That way I can merge your changes and everything will be set up as you want it...

So I will clean up stuff that's going to future PRs and leave only relevant things for this PR.

Should be OK.

Ideally. However, there is a limited number of texture units as well as buffers you can read from and write to. So depending on the number of items, the second pass might happen in several steps. Of course, one of great advantages of the rendering will be to have all the layers in the drawing process at once, so you can also work in neighbouring layers (like computing clipping mask which is actually one of my usecases).

Though I guess maybe we shouldn't call it a viewport shader, since it should be run once per image in the viewport, rather than across the entire viewport indiscriminately, right?

Correct - it would be applied to (a portion of) a single image present within the viewport, after the tiles for that image have been composited together. If multiple images are present, each one could have a shader applied (either the same one, or different shaders per image).

@Aiosa looks like there are still some references to the modular WebGL version in the demos. Perhaps we should comment out the lines related to the modular drawer for now, so it's not confusing in the immediate term but can be easily added back in a subsequent PR?

Ah I forgot. Thanks

Quick keyword search did not find anything.

authors: Aiosa iangilman pearcetm

repo: pearcetm/openseadragon


text:
Fixing a bunch of CSS definitions

copied to https://github.com/percona/k8spsmdb-docs/pull/142

copied to https://github.com/percona/k8spsmdb-docs/pull/142 and merged

authors: fiowro pmcf-percona


text:
MicroPython: Early wakeup GPIO latch module.

Looks like make BOARD=PICO_W -C ports/rp2 submodules is not working here and I can't figure out why. Have reverted to our own manual submodule checkout which pulls down a load of stuff we don't necessarily want, but since it's cached anyway... not really a huge deal.

repo: pimoroni/pimoroni-pico


text:
Added sitemap config

Closes #4

repo: pixelatecreative/nextjs-starter


text:
[WIP] shell: get rid of the proxy

Closing as stale 😄

authors: fatih mscoutermarsh

repo: planetscale/cli


text:
Merge troubleshooting & debugging together

@avaidyanatha where were the redirects you pointed me to before? should probably update those for this PR.

repo: pluralsh/documentation


text:
Update app.py

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repo: pmaslana/testing-bots


text:
Disable Arizona

I want to leave it for now for tracking the future batches while I also try to set up the governor's race and competitive house races

Sounds good!

authors: ppcodeman titanous


text:
Remove cast in ResourceStore constructor

Good spot. Looking at history I can't see how this cast ever made sense.

Initial framework commit has what mostly looks like a foreach autocasting iterator mistake (incoming param is IResourceStore<T>, which then is foreach-soft-cast to ResourceStore<T> for some reason).
Then this commit makes it an explicit cast to silence a warning, which okay, it will silence the warning, but why though.
And then there's this one which makes it linq to make better I guess?

And this is made more perplexing by the fact that AddStore() does not cast, and neither does the ctor with the single IResourceStore<T>. Really really strange...
Let's chalk this up to 2016/2017 code I suppose.

authors: bdach nobbele

repo: ppy/osu-framework


text:
add published date to use for latest articles

:+1: but what is first_published_at now being used for?

It's not being used for anything since we don't really care when an article was first published.

Also, not ready to merge yet - there's an odd bug that it's not setting the published_dated when saved via the UI.

no activity in a long time

authors: miltontony smn

repo: praekelt/molo

license_source: bigquery


text:
:pray:

Codecov Report

Merging #117 (8c3022c) into main (5df40fd) will not change coverage.
The diff coverage is n/a.

@@           Coverage Diff           @@
##             main     #117   +/-   ##
=======================================
  Coverage   96.93%   96.93%
=======================================
  Files          12       12
  Lines         847      847
=======================================
  Hits          821      821
  Misses         26       26

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authors: codecov-commenter jvdd

repo: predict-idlab/plotly-resampler


text:
Update tekton-results-database-secret-path.yaml

/retest


text:
Adding the ability to pass IS_PRERELEASE as an env var

Self merging as required for v3.0.0-beta

repo: pulumi/pulumictl


text:
Remove apparently-unused import torchvision in model.py

Should this also include removing torchvision from install/install_requirements.sh ?

authors: mikekgfb swolchok

repo: pytorch/torchchat


text:
Add handler func for apiauthenticator proxy.

Very stale. Closing


text:
Add Notes on JackTheRipper in Tools

Currently working on this

repo: rcallaby/Hacking-Study-Guide


text:
ARC fix

Closing older PRs. Pls bring to latest sprint or topic branch.

repo: rdkcentral/rdkservices


text:
update create token and test

conflict resolved

repo: realiotech/realio-network


text:
fix flake with OBC test suite

/test odf-console-e2e-aws

/test odf-console-e2e-aws

/test odf-console-e2e-aws

/test odf-console-e2e-aws

/test odf-console-e2e-aws

/test odf-console-e2e-aws

/test odf-console-e2e-aws

/test odf-console-e2e-aws

/test odf-console-e2e-aws

/test odf-console-e2e-aws

/test odf-console-e2e-aws

/test odf-console-e2e-aws

/test odf-console-e2e-aws

/test odf-console-e2e-aws

/test odf-console-e2e-aws

/test odf-console-e2e-aws

/test odf-console-e2e-aws

repo: red-hat-storage/odf-console


text:
Add Commitlint

I'd like to help with this one, but I'm not sure if you wanted a github action to check it or if you wanted to use the node commitlint binary to check on commit.


text:
Fix CI

No longer applicable

authors: blast-hardcheese brenoafb

repo: replit/replit-py

license: ISC


text:
Graph returns red square as if there was an API error, when user was simply offline

Solution: separate check to see if API is working; preferably using player_data instead of a separate API call

Fixed w/ updated persona state handling

repo: richarah/steamlapse


text:
Add README for web-local

@AdityaHegde should also chime in but wanted to add a review comment

repo: rilldata/rill-developer


text:
zkvm quick start guide revamp

I think we should be consistent and use dev-mode everywhere, rather than dev mode or Dev Mode.


text:
chore: rename build patch-tags

[!WARNING]
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#599
#598
#597
#596  👈 (View in Graphite)
#595
#594
#593
#592
#591
#590
#589
#588
#587
#586
#585
#584
main

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repo: rivet-gg/toolchain


text:
4AEE18F83AFDEB23

oi

repo: roboll/helmfile


text:
Simplify cache tweaking [ci full]

Codecov Report

Merging #42 (2f78e8d) into main (433fe03) will increase coverage by 0.13%.
The diff coverage is 100.00%.

@@            Coverage Diff             @@
##             main      #42      +/-   ##
==========================================
+ Coverage   82.90%   83.03%   +0.13%
==========================================
  Files          34       34
  Lines        2404     2423      +19
==========================================
+ Hits         1993     2012      +19
  Misses        411      411

Impacted Files
Coverage Δ

src/include/coolerpp/coolerpp.hpp
100.00% <ø> (ø)

src/include/coolerpp/dataset.hpp
100.00% <ø> (ø)

src/utils_impl.hpp
91.33% <ø> (ø)

src/coolerpp_impl.hpp
78.40% <100.00%> (-0.18%)
:arrow_down:

src/coolerpp_read_impl.hpp
75.25% <100.00%> (+0.64%)
:arrow_up:

src/coolerpp_write_impl.hpp
76.64% <100.00%> (+0.87%)
:arrow_up:

src/dataset_impl.hpp
84.81% <100.00%> (+0.81%)
:arrow_up:

src/include/coolerpp/common.hpp
85.71% <100.00%> (+14.28%)
:arrow_up:

src/pixel_impl.hpp
91.76% <100.00%> (-0.19%)
:arrow_down:

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authors: codecov-commenter robomics

repo: robomics/coolerpp


text:
Make complex integration test to test all editor features in sequence

Editor is no longer being worked on, and has been removed from the repo. Closing.

repo: roc-lang/roc


text: RK3588转bathch模型时，提示不支持该核心采用多batch推理，想了解一下rk3588支持多batch嘛？


text:
Lab_2 done

Файл .env не должен быть на гит хабе


text:
Add module test for sharing module with read-only without sharing cluster

Current dependencies on/for this PR:

main

PR #241   👈

This stack of pull requests is managed by Graphite.

repo: run-house/runhouse


text:
More minor improvements to parallel embedding example.

#795  👈
main

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Join @rohinb2 and the rest of your teammates on  Graphite


text:
Move from failure to anyhow.

bors r+

repo: rust-corpus/qrates


text:
dont rerun build script unnecessarily

@bors r+

:pushpin: Commit d39b683053a8c8fb654331cceb783674182c4252 has been approved by RalfJung
It is now in the queue for this repository.

:hourglass: Testing commit d39b683053a8c8fb654331cceb783674182c4252 with merge 74d99abac0532a3707b3cbf84b43b6c49442ec38...

:sunny: Test successful - checks-actions
Approved by: RalfJung
Pushing 74d99abac0532a3707b3cbf84b43b6c49442ec38 to master...

authors: RalfJung bors

repo: rust-lang/miri


text:
Update Composer dependencies (2022-01-29-00-10)

Visual regression test passed!
View the visual regression test report


text:
Day-08 Progress

Too many PR's , kindly create a single PR to date!


text:
S2U-37 5.2.1.2 Announcements Ability to highlight announcements

Niceee thanks @JuanDavid102 !

repo: sakaiproject/sakai


text:
Oli/login

o


text:
ci: fix package-locks

Theme Builder app deployed!
http://plasma.sberdevices.ru/pr/plasma-theme-builder-pr-352/

Demo canvas app deployed!
http://plasma.sberdevices.ru/pr/demo-canvas-app-pr-352/

Documentation preview deployed!
website: http://plasma.sberdevices.ru/pr/pr-352/
ui storybook: http://plasma.sberdevices.ru/pr/pr-352/ui-storybook/
web storybook: http://plasma.sberdevices.ru/pr/pr-352/web-storybook/
b2c storybook: http://plasma.sberdevices.ru/pr/pr-352/b2c-storybook/
temple storybook: http://plasma.sberdevices.ru/pr/pr-352/temple-storybook/

Component performance testing
Result: 🟢 Success
Check out comparison report in job artifacts!

authors: Salute-Eva Yeti-or

repo: salute-developers/plasma


text:
Add public filter to getChargingStations endpoint

 Thank you for your submission! We really appreciate it. Like many open source projects, we ask that you sign our Contributor License Agreement before we can accept your contribution.mahdibenromdhane seems not to be a GitHub user. You need a GitHub account to be able to sign the CLA. If you have already a GitHub account, please add the email address used for this commit to your account.You have signed the CLA already but the status is still pending? Let us recheck it.

authors: CLAassistant mahdibenromdhane

repo: sap-labs-france/ev-server


text:
Upgrade the parser

 Thank you for your submission! We really appreciate it. Like many open source projects, we ask that you sign our Contributor License Agreement before we can accept your contribution.You have signed the CLA already but the status is still pending? Let us recheck it.

authors: CLAassistant maximilianone

repo: sap-tutorials/Tutorials


text:
Add appendAll operator and generalize it (and concat) to accept IterableOnce (instead of Iterable).

See #181. This PR only provides appendAll (aliased to :++) and makes concat an alias to appendAll in Seq. This allows implementations of Seq to override (for performance) the methods: append, prepend, appendAll and prependAll (instead of append, prepend, concat and prependAll).

I just pushed a commit that makes zip and concat methods take Iterables instead of IterableOnce. This is needed because these methods are defined in Iterable and are supposed to return Iterables but in the case of non strict collections (LazyList and View) it was possible to build an Iterable that was actually iterable only once:
val xs = LazyList.empty[Int]
val ys = xs ++ Iterator.single(1) // `ys` has type `LazyList[Int]`
ys.foreach(println) // Prints “1”
ys.foreach(println) // Prints nothing

Still, if one wants to write a custom lazy collection type that doesn’t memoize it’s better to have Iterables instead of IterableOnces as parameters for concat and zip.

@Ichoran Done!

authors: julienrf odd

repo: scala/collection-strawman


text:
Trunk upgrade

Codecov Report
All modified and coverable lines are covered by tests :white_check_mark:

Comparison is base (1cbd056) 85.69% compared to head (e49f47e) 68.26%.

Additional details and impacted files
@@             Coverage Diff             @@
##             main     #535       +/-   ##
===========================================
- Coverage   85.69%   68.26%   -17.43%
===========================================
  Files          31       31
  Lines        1188     1188
===========================================
- Hits         1018      811      -207
- Misses        170      377      +207

Flag
Coverage Δ

api
68.26% <ø> (ø)

unit
?

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authors: codecov-commenter tcarmet

repo: scality/runner-manager


text:
Pin karma, karma-mocha dev dependencies

Codecov Report

Merging #5 into master will not change coverage.
The diff coverage is n/a.

@@          Coverage Diff          @@
##           master     #5   +/-   ##
=====================================
  Coverage     100%   100%
=====================================
  Files           1      1
  Lines          23     23
=====================================
  Hits           23     23

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CC @anoonan @hankim813 @ccnixon


text:
Bump int-tester to ^3.1.0

Codecov Report

Merging #7 into master will not change coverage.
The diff coverage is n/a.

@@          Coverage Diff          @@
##           master     #7   +/-   ##
=====================================
  Coverage     100%   100%
=====================================
  Files           1      1
  Lines          32     32
=====================================
  Hits           32     32

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license: mit


text:
[FEATURE] Adding Minstrobe.hpp and Syncmer.hpp

Codecov Report

Merging #15 (2623d87) into master (5833945) will not change coverage.
The diff coverage is n/a.

@@           Coverage Diff           @@
##           master      #15   +/-   ##
=======================================
  Coverage   96.12%   96.12%
=======================================
  Files           9        9
  Lines         413      413
=======================================
  Hits          397      397
  Misses         16       16

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You often don`t use the tabs and indentation correctly. Please, see the example below and other seqan code.
A function should look like this:
void test()
{ // gets its own line
    auto variable = 0; // is tabed in
    if (true)
   {
        variable = 1; // tabed in even further
   }
}

authors: Hosseinem MitraDarja codecov-commenter

repo: seqan/minions


text:
porting of more tests over to patch  test

Codecov Report
Base: 66.21% // Head: 66.21% // No change to project coverage :thumbsup:

Coverage data is based on head (860a4c2) compared to base (fa2d855).
Patch coverage: 0.00% of modified lines in pull request are covered.

Additional details and impacted files
@@           Coverage Diff           @@
##             main      #22   +/-   ##
=======================================
  Coverage   66.21%   66.21%
=======================================
  Files          15       15
  Lines        1705     1705
  Branches      782      782
=======================================
  Hits         1129     1129
  Misses        136      136
  Partials      440      440

Impacted Files
Coverage Δ

src/file.cpp
62.30% <0.00%> (ø)

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authors: codecov-commenter shannonbooth

repo: shannonbooth/patch


text:
Shaderにentry_point追加

完了

repo: shibainuudon/HamonEngine


text:
Ubuntu 20.04 版で画面共有が動作しない

#241 にて解決済みのためクローズします。

authors: torikizi voluntas

repo: shiguredo/momo


text: Create image.jpg

repo: shimmand/waccaSupportTools


text:
style(root): change primary and secondary to black and white

resolved


text:
Update quotes.json

Hi @shravan20
My bad, I already delete my branch. Any idea how should I update it?


text:
Log sensor data over time and show on web UI

Was considering using a small database such as tinydb, but this is unnecessary for short term logging that can be done direct to file and uses a lot of memory to achieve.

Will focus on HA integration for logging, this could still be done, but may not be useful time or resource use.


text:
Remove 1D approximation part from SHXF

LGTM

Gaussian 09 tested. It works in the same way before.

authors: DaehoHan jkha-unist swmoon-unist

repo: skmin-lab/unixmd


text:
change env vars from QD to SK

This looks good to me. I added @fgiorgetti as a reviewer so he can approve this as well. Thanks.

Defer to a future release.

authors: ajssmith ganeshmurthy

repo: skupperproject/skupper-router


text:
fix: Add timeout for calling cloud-hypervisor api

Will this timeout affect migration API call?

repo: smartxworks/virtink


text:
Koncepted #3 UX Review - Proposal page improvements

https://beneficial-lillipilli-60b.notion.site/Koncepted-3-UX-Proposal-page-6e223bbe8ac2408cb667d026bcfa4c6f

There are a number of things related to the proposal page that we would like to tackle with this task. First step is to do a UX review for Voting and Results with the purpose of discovering additional issues and proposing solutions to them.
Some issues we have discovered so far:

It is not clear for the user that he has already voted when on the proposal page.
Results should have more space.
Duplication of information between voting and results. (choices are repeated)
Votes are taking up a lot of space.
When a new user wants to vote it isn’t immediately clear what the voting type of the proposal is and how choices can be selected. The current indicator is in the right sidebar “Information” section, but besides the name of the voting type is doesn’t provide the user with any information.

Some rough solutions:

There could be an indicator that the user has already voted
and 3. “Cast you vote” and the “Results” could be merged
⬆
Votes could be moved into a modal
Show voting types clearly when voting

Additional things to note:

Results can also include a quorum e.g https://next.snapshot.org/#/bancornetwork.eth/proposal/0xe318e01813d1449fefd4986499619989ce39fa9a53f9df9723d19ae287565f16
Proposals with all voting types can be found here on this testing space https://next.snapshot.org/#/pistachiodao.eth
After you click "Vote" there is a confirmation modal that might not be needed or should be improved

Inspirations:

https://vote.makerdao.com/polling/QmbWkTvW#vote-breakdown

,+ Previous poll, Next poll buttons
,+ Tabs for Vote breakdown, Poll details, and Comments

Choice selection in dropdown will not work for all voting types on Snapshot
https://www.tally.xyz/governance/eip155:1:0xA89163F7B2D68A8fbA6Ca36BEEd32Bd4f3EeAf61/proposal/106547578420974062333790736643563905300617628952500817411921006525670751346829

,+ The "status history" is neat
,+ Vote is the first thing you see at the top of the page
,- Voting inside inside a modal may be to limiting in terms of space for Snapshot with our many voting types
,- To many graphs and main information of the proposal is at the bottom of the page
https://mirrorprotocol.app/#/gov/poll/247
,+ Minimal and simple to understand
,- "Vote details" look good, but will only work for basic voting

authors: bonustrack samuveth

repo: snapshot-labs/snapshot


text:
Consider getting rid of Sequencer transactions in favour of Transactions with optional hash field

Should simplify #124

authors: DelevoXDG bartekryba


text:
Eggcatcher Game

You can follow me on github and give ⭐ to this repo.


text:
By clicking on the “Edit” button on their personal profile page, the user can edit their personal information.

Close correction

authors: hobinrani nmantzanas


text:
It is possible to open the overview only by providing the lobby pin.

closed with commit https://github.com/sopra-fs23-group-28/sopra-fs23-group-28-server/commit/409a4a96de979b6e66f5f444e8578f2cc829a002

authors: samuelfrnk so-ri


text:
[docs] Write rust cross-contracts calls snippets

https://github.com/soroswap/docs/pull/28 added cross contract calls snippets in router tecnical reference

https://github.com/soroswap/docs/pull/29 Fix stellar sdk install snippet on "using soroswap with TS"

repo: soroswap/frontend


text:
Add Russian localization

Amazing, thanks @utkinn ❤

authors: scastiel utkinn

repo: spliit-app/spliit


text:
fix prodsec issue woth old version of urllib3 lib

Codecov Report

Merging #96 (8e5e941) into develop (29c0ec2) will not change coverage.
The diff coverage is n/a.

@@           Coverage Diff           @@
##           develop     #96   +/-   ##
=======================================
  Coverage     7.52%   7.52%
=======================================
  Files            9       9
  Lines          226     226
=======================================
  Hits            17      17
  Misses         209     209

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:tada: This PR is included in version 1.0.8-develop.1 :tada:
The release is available on GitHub release
Your semantic-release bot :package::rocket:

repo: splunk/splunk-connect-for-snmp-traps


text:
Automated Package Upgrade

:tada: This PR is included in version 2.2.231 :tada:
The release is available on:

npm package (@latest dist-tag)
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repo: sprucelabsai/spruce-error


text:
Automated Package Upgrade

:tada: This PR is included in version 26.0.134 :tada:
The release is available on:

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repo: sprucelabsai/spruce-schema


text:
Automated Package Upgrade

:tada: This PR is included in version 7.0.63 :tada:
The release is available on:

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repo: sprucelabsai/spruce-test


text:
Adding secretProviderClass CR support for vault

@sabkat Yikes! You better fix it before anyone else finds out! Build has Failed!

@sabkat Yikes! You better fix it before anyone else finds out! Build has Failed!

@sabkat Yikes! You better fix it before anyone else finds out! Build has Failed!

@sabkat Yikes! You better fix it before anyone else finds out! Build has Failed!

@sabkat Yikes! You better fix it before anyone else finds out! Build has Failed!

@sabkat Yikes! You better fix it before anyone else finds out! Build has Failed!

@sabkat Validation Successful

@sabkat  match your values and comments as per convention. see other values how string is defined and how object values are defined. like which values are commented and which one of those are not

@sabkat Yikes! You better fix it before anyone else finds out! Build has Failed!

@sabkat Yikes! You better fix it before anyone else finds out! Build has Failed!

@sabkat Yikes! You better fix it before anyone else finds out! Build has Failed!

authors: hanzala1234 sabkat stakater-user

repo: stakater-charts/application


text:
refactor(blockifier): update get class hash at resources

This change is

#2130  👈 (View in Graphite)
main

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

repo: starkware-libs/sequencer


text:
Feature/strm 1766

:tada: This PR is included in version 2.18.1 :tada:
The release is available on GitHub release
Your semantic-release bot :package::rocket:

authors: bobvandenhoogen strmprivacy-io

repo: strmprivacy/cli


text:
Looking forward to your excellent work open source.

Hi @NingYuanxiang ,
We will start refining the code after returning from CVPR, and the code will surely be publicly available.
We appreciate your patience and interest in our work!

Any update on the code release? It's more than one month after the CVPR 2022 conference.

Hi @manhkhanhad ,
We are working on it and our team's current plan is to release the code after the rebuttal, which ends in a few weeks.
Thank you for your patience.

Hi all, please check the released code. Thank you

authors: NingYuanxiang manhkhanhad sukjunhwang

repo: sukjunhwang/VITA


text:
Fixes #464 - Do not include 'upload_attachment' in widget settings if deactivated

@lqez, may I ask you to review this patch, please? I cannot upgrade some project of mine because of this.

@lqez thanks for the thumb up! What about merging :-)

repo: summernote/django-summernote


text:
chore: exclude tests from ts build

This file does currently exist, I think it would be better to add it in a separate PR

@adriencaccia I updated the PR to unify the ts configs, could you take a look?

repo: swarmion/template


text:
update reverse vcard data for set 12 & 13

As discussed on Slack, the two Aurra Sing With Blaster Rifles (AI and non-AI) should be swapped for underlying card.

authors: Gergall jetsaredim

repo: swccgpc/swccg-card-json


text:
Record more metrics and properties

Pull Request Test Coverage Report for Build 5289907406

0 of 0   changed or added relevant lines in 0 files are covered.
No unchanged relevant lines lost coverage.
Overall coverage remained the same at 0.0%

Totals

Change from base Build 5280983323:
0.0%

Covered Lines:
0

Relevant Lines:
0

💛  - Coveralls

authors: coveralls dstallenberg

repo: syntest-framework/syntest-javascript


text:
fix: content analysis actually uses content of the desired page

Codecov Report

Merging #13 (35c700c) into master (9f6617e) will decrease coverage by 0.05%.
The diff coverage is 0.00%.

@@             Coverage Diff              @@
##             master      #13      +/-   ##
============================================
- Coverage     12.75%   12.70%   -0.06%
+ Complexity      153      152       -1
============================================
  Files            14       14
  Lines           737      740       +3
============================================
  Hits             94       94
- Misses          643      646       +3

Impacted Files
Coverage Δ

src/Analysis/Analysis.php
0.00% <0.00%> (ø)

src/Analysis/ContentFocusAnalysis.php
0.00% <0.00%> (ø)

src/Analysis/ContentWordCountAnalysis.php
0.00% <0.00%> (ø)

src/Dom.php
84.21% <0.00%> (-9.91%)
:arrow_down:

src/Forms/SERPField.php
0.00% <0.00%> (ø)

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authors: codecov-commenter mleutenegger

repo: syntro-opensource/silverstripe-seo


text:
Implement program loop

Implemented in #71.

repo: tanagraspace/ccsdsmo-malc-sepp-apps


text:
IOS-1680 Send blockchain name

Мы вроде после последнего билда хотели в релиз сразу подливать, или по крайней мере в промежуточную релизную ветку.

а стоп, его в релиз надо

поменял на release

repo: tangem/tangem-app-ios


text:
fix/windows-getTimeOfDay

Seems TDengine 3.0/main still use same logic of implementation. interested why taos-tools need to change.

In such a scenario, an error will occur. At the moment of x seconds and 999 milliseconds, the value of the variable ”t“ is obtained through toolsGetTimestampSec, and the value of the variable ”st” is obtained through the GetLocalTime function at the moment of x + 1 seconds and 0 milliseconds;
The code uses “t” to set tv->tv_sec, and uses milliseconds in “st” to assign tv->tv_usec; at this time, the value is wrong, x + 1 seconds 0 milliseconds, and it will read out x seconds 0 milliseconds incorrectly.

Seems TDengine 3.0/main still use same logic of implementation. interested why taos-tools need to change.

In such a scenario, an error will occur. At the moment of x seconds and 999 milliseconds, the value of the variable ”t“ is obtained through toolsGetTimestampSec, and the value of the variable ”st” is obtained through the GetLocalTime function at the moment of x + 1 seconds and 0 milliseconds;
The code uses “t” to set tv->tv_sec, and uses milliseconds in “st” to assign tv->tv_usec; at this time, the value is wrong, x + 1 seconds 0 milliseconds, and it will read out x seconds 0 milliseconds incorrectly.

Any plan to fix similar issue of TDengine?

authors: facetosea sangshuduo

repo: taosdata/taos-tools


text:
New

What

repo: tdlib/td


text:
Refactor active learner

Codecov Report

Merging #28 (89e12ac) into main (c97bd69) will increase coverage by 0.46%.
The diff coverage is 98.27%.

@@            Coverage Diff             @@
##             main      #28      +/-   ##
==========================================
+ Coverage   95.00%   95.46%   +0.46%
==========================================
  Files          20       20
  Lines        1440     1478      +38
==========================================
+ Hits         1368     1411      +43
+ Misses         72       67       -5

Impacted Files
Coverage Δ

seqal/active_learner.py
70.51% <91.66%> (+5.23%)
:arrow_up:

seqal/datasets.py
96.96% <100.00%> (+8.39%)
:arrow_up:

tests/conftest.py
96.84% <100.00%> (+0.63%)
:arrow_up:

tests/test_active_learner.py
100.00% <100.00%> (ø)

tests/test_datasets.py
100.00% <100.00%> (ø)

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authors: BrambleXu codecov-commenter

repo: tech-sketch/SeqAL


text:
Cleanup some svelte-check warnings/errors (mostly in docs)

Current dependencies on/for this PR:

main

PR #263   👈

This stack of pull requests is managed by Graphite.

repo: techniq/svelte-ux


text:
Extend test coverage (python versions)

This fixes #386

repo: tensortrade-org/tensortrade


text:
Add ProxyGetCurrentTimeNanoseconds abi call

sounds good.

repo: tetratelabs/proxy-wasm-go-sdk


text:
add test file

hello, world!


text:
Investigate ToolJet

Over the weekend I did the work to get a local instance running.  The tool provides a GUI for building front ends and can interface with a variety of different data sources.
What I found during my test run was that it doesn't operate how I'd like for a front-end framework.  The tool is more comparable to something like Webflow, acting as a service which renders front-end applications and stores the implementation details in a database.
In my idea low-code scenario, I want a GUI to help build the F/E but the tool should produce code to deploy.   Something more similar to Strapi.
Closing ticket.


text:
Developer Story | Portfolio

Look great!

Hello

I could say my life changing event is on vacation term 3 during COVID 19 (August 2020). My plans: https://github.com/vacation-term3/READ-ME

What I do at Erobot?
I build the Mobile team from the ground up. We share knowledge, make free courses for juniors, help develop applications for controlling robots, showcase & inspiring next generation.

authors: VatanakChamroeun theachoem

repo: theachoem/theachoem


text:
ap and tp develop

 Thank you for your submission! We really appreciate it. Like many open source projects, we ask that you sign our Contributor License Agreement before we can accept your contribution.You have signed the CLA already but the status is still pending? Let us recheck it.

authors: CLAassistant shenzhengcmss

repo: tidb-incubator/Serverlessdb-for-HTAP


text:
Fix typos in code comments

Please help us merge it @BusyJay

repo: tikv/raft-rs


text:
Linked list palindrome

Codecov Report
All modified and coverable lines are covered by tests :white_check_mark:

Project coverage is 99.67%. Comparing base (8561250) to head (6caaa3f).

Additional details and impacted files
@@            Coverage Diff             @@
##             main       #6      +/-   ##
==========================================
+ Coverage   99.60%   99.67%   +0.07%
==========================================
  Files           4        4
  Lines         251      312      +61
  Branches       65       80      +15
==========================================
+ Hits          250      311      +61
  Misses          1        1

:umbrella: View full report in Codecov by Sentry.
:loudspeaker: Have feedback on the report? Share it here.

authors: codecov-commenter tomaslink

repo: tomaslink/algorithmic


text:
fix: changed progressive bar on polyrhythmic-keys-page

@Nelfimov, добавил прогресс-бар на странице "Ключи полиритмии". Замечания, предложения?

Добавил прогресс-бар на всех страницах.

@Nelfimov, посмотришь или ревью запросить?

У тебя если готово, и я не одобрил - запрашивай у меня. Как я одобрю, сам запрошу дальше у Андрея.

@Nelfimov, почему закрыли? Нужны ещё доработки.

Это автоматический флоу - если к задаче есть пр, при одобрении и мерже задача и ветка закрываются.
Создавай новые если что-то упустил

authors: Nelfimov absolemDev kalininatonya

repo: torin-asakura/drum-in


text:
GitHubActionsでビルドして実行ファイルをリリース

参考

MIME タイプ (IANA メディアタイプ) - HTTP | MDN
actions/upload-release-asset: An Action to upload a release asset via the GitHub Release API
GitHub Actionsでリリースページを作成した際、pyinstallerで生成したexeファイルをリリースページにアップロードしたい - スタック・オーバーフロー
shogo82148/actions-upload-release-asset: Yet Another Upload Release Asset Action
github actionsによるリリース｜Go言語で複数のシェルスクリプトを実行するcliツールを作ってみた
GitHub Actions で簡単にバージョン番号付きリリースとリリースノートを作成する方法
GitHub Actions を使ってリリース時のあれこれを自動化する
dotnet build コマンド - .NET CLI | Microsoft Learn

GitHubActionsのアーカイブとして出力

ワークフロー データを成果物として保存する - GitHub Docs

repo: tou-tou/PickPicTweet


text:
Expectations Increase: more detailed logs during experiments

support in v0.6.0

authors: KingsonKai samson-samson

repo: traas-stack/chaosmeta


text:
Fix quickstart header

Already done

repo: treeverse/lakeFS


text:
Develop

Codecov Report

Merging #10 (68d42f5) into master (c81945e) will not change coverage.
The diff coverage is 100.00%.

@@            Coverage Diff             @@
##            master       #10    +/-   ##
==========================================
  Coverage   100.00%   100.00%
==========================================
  Files           49        57     +8
  Lines          383       545   +162
  Branches        42        76    +34
==========================================
+ Hits           383       545   +162

Impacted Files
Coverage Δ

packages/mailer/src/mailer/adapters/ejs.adapter.ts
100.00% <100.00%> (ø)

...s/mailer/src/mailer/adapters/handlebars.adapter.ts
100.00% <100.00%> (ø)

packages/mailer/src/mailer/adapters/pug.adapter.ts
100.00% <100.00%> (ø)

...ges/mailer/src/mailer/constants/mailer.constant.ts
100.00% <100.00%> (ø)

...r/src/mailer/factories/mailer-transport.factory.ts
100.00% <100.00%> (ø)

packages/mailer/src/mailer/mailer.module.ts
100.00% <100.00%> (ø)

...kages/mailer/src/mailer/services/mailer.service.ts
100.00% <100.00%> (ø)

packages/mailer/src/mailer/utils/utils.ts
100.00% <100.00%> (ø)

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authors: codecov-commenter rudemex

repo: tresdoce/tresdoce-nestjs-toolkit


text:
download-artifact should only select major version

Codecov Report

Merging #526 (c2f7f79) into main (0d3fbf8) will decrease coverage by 54.35%.
The diff coverage is n/a.

@@              Coverage Diff              @@
##               main     #526       +/-   ##
=============================================
- Coverage     68.96%   14.61%   -54.36%
- Complexity        0       32       +32
=============================================
  Files             9       40       +31
  Lines           261    13007    +12746
  Branches          0     2035     +2035
=============================================
+ Hits            180     1901     +1721
- Misses           67    10828    +10761
- Partials         14      278      +264

Impacted Files
Coverage Δ

go/okapi/didcomm.go

go/okapi/hashing.go

go/okapi/oberon.go

go/okapi/native_call_windows.go

go/okapi/ldproofs.go

go/okapi/didkey.go

go/okapi/metadata.go

go/okapi/native.go

go/okapi/native_call.go

...src/main/java/trinsic/okapi/metadata/Metadata.java
6.17% <0.00%> (ø)

... and 39 more

Help us with your feedback. Take ten seconds to tell us how you rate us. Have a feature suggestion? Share it here.

authors: codecov-commenter fundthmcalculus

repo: trinsic-id/okapi


text:
Speed up CI testing by precompiling only once

It's a small improvement only, but it seems like precompilation is indeed only happening once anymore.

repo: trixi-framework/libtrixi


text:
Fix for some non-linux

OK, so far this looks perfectly fine.  Happy to see a Hurd commit after such a long time away from it :)
Just drop me a comment when you're done with the WIP (can't merge yet due to that).
Cheers
/Joachim

Ah, now I see, you dropped the utimensat() removal and force pushed.  OK, I'll merge this, I assume you'll rework the other parts for FreeBSD somehow?

Since you mentioned inadyn/lib/utimensat.c I'll patch that downstream.

authors: troglobit yangfl

repo: troglobit/libite


text:
path step on windows

beautfiful

authors: Himanshu-Singh-Chauhan nang-dev

repo: trypear/pearai-submodule


text:
feat(@ttoss/ui): add radio

Task linked: TASK-182 add Radio to @ttoss/ui

repo: ttoss/ttoss


text:
直接安装文档导入无法用

麻烦删除下，是我的问题

测试了下 1.0.1 确实是无法使用的

很抱歉，该项目目前还处于开发阶段，未发布npm包，后续如果有时间完善组件会进行测试发布

很抱歉，该项目目前还处于开发阶段，未发布npm包，后续如果有时间完善组件会进行测试发布

https://www.npmjs.com/package/tu-view-plus 这个不是吗，如果我需要本地使用，咋用

authors: SunSeekerX tujindong

repo: tujindong/tu-view-plus


text:
fix: CFBundleDisplayName for zh-Hans

lgtm


text:
Figure out what to do for copyright on maps not through City of Vancouver

We received permission for the maps that weren't scanned on archives, we used the GVRD map since we have permission for other open maps projects, and the rest we are leaving. Evan might upload a picture of the maps for the Vancouver Urban Analysis series

repo: ubc-lib-geo/maps-collection


text:
fixed description

LGTM


text:
[fela]: unable to reset global styles set by renderer.renderStatic

load returns a cleanup function per https://github.com/uinix-js/uinix-ui/commit/f197a77d22186c980dc205cf131a34824f62de23#diff-50b674a4732c14569d1a9ed5d0df62f22407c280fef5a2296f335dc29c2d3835R49

repo: uinix-js/uinix-ui


text:
refactor: remove commented out code

probably need to refactor some other parts of the code


text:
I haven't got the foggiest

@jimisola Does this means that it worked? I have absolutely no idea what is going on.

Let's try

repo: unoconv/unoserver-docker


text:
add download, extract functions and refactor

tests pass, merging


text:
Cs

Hmm... What?

authors: betelhemabebe-beep utilForever

repo: utilForever/game-developer-roadmap


text:
Task/asds 27

Pull Request Test Coverage Report for Build 8367457161
Details

0 of 280 (0.0%)  changed or added relevant lines in 1 file are covered.
No unchanged relevant lines lost coverage.
Overall coverage decreased (-0.02%) to 0.288%

Changes Missing Coverage
Covered Lines
Changed/Added Lines
%

src/pages/content/language-inclusivity.vue
0
280
0.0%

Totals

Change from base Build 8367321481:
-0.02%

Covered Lines:
15

Relevant Lines:
5506

💛  - Coveralls

authors: bexar coveralls

repo: uw-it-aca/solstice-docs


text:
ni'o la .varik. cu te cadga fi lo nu jmina lo ctaipe be la'o zoi. Eq ℚᵘ .zoi.

.i xu cagda fa lo nu la'oi .refl. ctaipe la'o zoi. mkℚᵘ 5 2 ≡ mkℚᵘ 10 4 .zoi.

repo: varikvalefor/agda-truthbrary

license: Unlicense


text:
Implement support for m.image messages in the StdMess FromJSON instance.

This backend is obsolete.

repo: varikvalefor/matel


text:
Add hosts for docker-compose.yaml

Codecov Report

Merging #44 (48ceebc) into master (1fc424a) will not change coverage.
The diff coverage is n/a.

@@            Coverage Diff            @@
##             master      #44   +/-   ##
=========================================
  Coverage     28.10%   28.10%
  Complexity        6        6
=========================================
  Files            24       24
  Lines          2117     2117
  Branches        396      396
=========================================
  Hits            595      595
  Misses         1415     1415
  Partials        107      107

Continue to review full report at Codecov.

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repo: vesoft-inc/nebula-exchange


text:
Initial copy to github

when copying a repository without keeping the history, please always use the Vivid Planet bot as author, like here https://github.com/vivid-planet/comet-starter/commit/e1f177493ca9abae79fae45bde2706483c740458

@nsams @dkarnutsch  author of the commit is changed to vivid-planet-bot

do we really need versioned folders? why dont we use GIT for that?

do we really need versioned folders? why dont we use GIT for that?

@kaufmo Just with GIT it is quite tricky to apply something like a security update to older major versions.
Also with the transition to SSR it's necessary to be able to work on two major versions at the same time.
Because of that we decided to use one folder per major version.

@kaufmo Just with GIT it is quite tricky to apply something like a security update to older major versions.

I thought we have versioned branches for that problem? main for the cuzrrent and v1.x.x v2.x.x v3.x.x for the old ones. then it should be possible with cherrypicking/merging. I see that this is more work but then the code is also cleaner and easier to understand.

Also with the transition to SSR it's necessary to be able to work on two major versions at the same time. Because of that we decided to use one folder per major version.

for that we use the next branch normally to work on the next major version ?
But when you all think copying code inside the repo is the better thing than it is ok for me 👍

To make that work all charts must have the same version. This will result into many major version bumps without any changes due to changes in other charts.

@kaufmo Just with GIT it is quite tricky to apply something like a security update to older major versions.

I thought we have versioned branches for that problem? main for the cuzrrent and v1.x.x v2.x.x v3.x.x for the old ones. then it should be possible with cherrypicking/merging. I see that this is more work but then the code is also cleaner and easier to understand.

Also with the transition to SSR it's necessary to be able to work on two major versions at the same time. Because of that we decided to use one folder per major version.

for that we use the next branch normally to work on the next major version ?
But when you all think copying code inside the repo is the better thing than it is ok for me 👍

To make that work all charts must have the same version. This will result into many major version bumps without any changes due to changes in other charts.

yeah thats correct and we do the exact same in the comet-dxp repo so why not here to?

authors: Schreglmann dkarnutsch kaufmo nsams

repo: vivid-planet/comet-charts


text:
WIP Major refactor to use reducer

Related to #237
Closing this as we discussed doing it as a fresh PR that doesn't move the ShareDB logic into the reducer, to keep it "pure".

authors: EvWhymark curran

repo: vizhub-core/vzcode


text:
Update README.md

check successful, no need to merge.

repo: vrchat-community/osc


text:
Test locking unified condalock yet again

/condalock

/condalock


text:
[Feature Request] Support Consolidator

fixed

repo: wesql/wescale


text:
Add Support for WebSocket Authentication

Websocket with Firebase Authentication Setup
asgi.py
Assuming that you'll be working with channels
from django.core.asgi import get_asgi_application

from channels.routing import ProtocolTypeRouter, URLRouter
from channels.auth import AuthMiddlewareStack

from drf_firebase_auth.websocket import FirebaseAuthMiddlewareStack
...
application = ProtocolTypeRouter({
    ...
    # WebSocket Handler
    "websocket": AuthMiddlewareStack(
        URLRouter(
           chat.routing.websocket_urlpatterns
        )
    ),
})

Replace AuthMiddlewareStack with FirebaseAuthMiddlewareStack
application = ProtocolTypeRouter({
    # Django's ASGI application to handle traditional HTTP requests
    "http": get_asgi_application(),

    # WebSocket Handler
-    "websocket": AuthMiddlewareStack(
+    "websocket": FirebaseAuthMiddlewareStack(
        URLRouter(
           chat.routing.websocket_urlpatterns
        )
    ),
})


text:
Add glossary_id to API calls

Hi @sunny  and @auvi !
Sorry I didn't check this sooner; I've been moving all my stuff to a new home, and I haven't had time to check this. I'll try to take a look as soon as I can.

Hi again @auvi and @sunny !
Thank you for your contribution!
The translate method forwards all parameters that are passed as hash options as query or post params. If the parameter needs pre-processing (for example, transforming true into "1"), it will perform the required modifications. If not (i.e. glossary_id or formality), the parameter will be forwarded as is.
I've updated the README documentation to include these cases, and update the rspec tests to include glossary_id and formality parameters.
I have also created an issue (#21) to implement the glossaries management API interface.
If you have any more questions, or any other contribution, feel free to open a new pull request or issue.
Best regards,
Daniel

authors: auvi wikiti

repo: wikiti/deepl-rb


text:
implementation support

https://microsoft.github.io/language-server-protocol/specifications/lsif/0.6.0/specification/#references

Supporting a textDocument/implementation request is done reusing what we implemented for a textDocument/references request. In most cases, the textDocument/implementation returns the declaration values of the reference result that a symbol declaration points to. For cases where the result differs, the LSIF provides an ImplementationResult. To nest implementation results the item edge supports a property value "implementationResults".

repo: williamfzc/srctx


text:
이 친구 학습 도중에 끊어도 괜찮나요? 다른 방법이 있을까요?

loss가 수렴했다 싶으면 중단하면됩니다

답신 감사합니다 :)
2023년 5월 5일 (금) 오후 6:30, En-gui @.***>님이 작성:

loss가 수렴했다 싶으면 중단하면됩니다
—
Reply to this email directly, view it on GitHub
https://github.com/wlsdml1114/DDSP-SVC-KOR/issues/9#issuecomment-1535985986,
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text:
Dependency updates

Codecov Report
All modified and coverable lines are covered by tests :white_check_mark:

Project coverage is 89.47%. Comparing base (5d3538c) to head (d6aba42).
Report is 2 commits behind head on main.

Additional details and impacted files
@@           Coverage Diff           @@
##             main      #54   +/-   ##
=======================================
  Coverage   89.47%   89.47%
=======================================
  Files           7        7
  Lines         456      456
=======================================
  Hits          408      408
  Misses         40       40
  Partials        8        8

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authors: codecov-commenter wneessen

repo: wneessen/go-mail-middleware


text:
2.3-4

Migratable from CLRS2e's 2.3-3. Uses slightly different notation in the definition of T(n).

Migrated from CormenSol


text:
Add cross-media-measurement-api v0.64.0

This change is

authors: renjiezh wfa-reviewable


text:
Digital scale

Closed as spam

authors: Zabihullahjalili wxwern

repo: wxwern/digital-scale-plus


text:
V1.0.0

first commit

repo: xiangyt/qbittorrent-api


text:
added http check in onlyhttpsendpoints

fixes https://github.com/xmidt-org/tr1d1um/issues/226

repo: xmidt-org/ancla


text:
Need job manager for large studies

xdyna and da_study_example do this job

repo: xsuite/xsuite


text:
面试官: 什么是BFC？

BFC（块级格式化上下文）
BFC的理解
可以看作隔离了的独立容器，内部元素的布局，不会影响到外部元素。可以通过CSS属性触发。
触发BFC的方式

position(absolute、fixed);
float(left、right);
overflow: hidden、dispaly不为none等;

BFC解决的问题

外边距合并;
检测浮动高度;
制作右侧自适应盒子;


text:
文档图片，只需要黑白两种颜色用那种滤镜？

这款滤镜可以解决你的问题，建议下载作者demo

二值化处理相关滤镜都可以

authors: loveMyAp softwareZhuXiaoZhi yangKJ

repo: yangKJ/Harbeth


text:
Implement topic read settings (select few topics, set topic parameters to read)

Duplicate of: https://github.com/ydb-platform/ydb-python-sdk/issues/241

repo: ydb-platform/ydb-python-sdk


text:
avoid setting global \fvset options, use local one for each environment

@rultor release, tag is 0.4.1

@rultor release, tag is 0.4.1

@yegor256 OK, I will release it now. Please check the progress here

@rultor release, tag is 0.4.1

@yegor256 Done! FYI, the full log is here (took me 5min)


text:
fixes #21 last argument

f21_last_argument for version 0.1.3 (in RubyGem.org)
This branch must be merge to master.

repo: ykominami/encx


text:
Update README.md

@Ubin108 comment


text:
feat: update fontawesome

Closes: #129

repo: yousinix/portfolYOU


text:
feat: user system prompt input

I think it would be cool if the user could create their own list of prompts and choose from them

repo: zJuuu/akash-chat


text:
chore: refactor file structure

Codecov Report
Base: 91.85% // Head: 91.85% // No change to project coverage :thumbsup:

Coverage data is based on head (b107f0b) compared to base (868bba2).
Patch has no changes to coverable lines.

Additional details and impacted files
@@           Coverage Diff           @@
##             main     #220   +/-   ##
=======================================
  Coverage   91.85%   91.85%
=======================================
  Files           8        8
  Lines         491      491
  Branches       80       80
=======================================
  Hits          451      451
  Misses         40       40

Impacted Files
Coverage Δ

src/app/data/DataState.ts
97.40% <ø> (ø)

src/app/data/append.ts
98.14% <ø> (ø)

src/app/data/enhancers/enhance.ts
100.00% <ø> (ø)

...rc/app/data/enhancers/irAutoPeakPickingEnhancer.ts
82.22% <ø> (ø)

src/app/data/enhancers/irMeasurementEnhancer.ts
86.27% <ø> (ø)

src/app/data/loaders/biologicLoader.ts
100.00% <ø> (ø)

src/app/data/loaders/jcampLoader.ts
84.61% <ø> (ø)

src/app/data/loaders/wdfLoader.ts
97.97% <ø> (ø)

Help us with your feedback. Take ten seconds to tell us how you rate us. Have a feature suggestion? Share it here.

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authors: codecov-commenter stropitek

repo: zakodium-oss/analysis-ui-components


text:
Secure storage integration based on ARM TrustZone, OP-TEE and PKCS#11.

Rebased on develop.

Some rebasing onto new develop.

repo: zarhus/meta-zarhus


text:
0.1.0-beta

commit: 4043e011f4d6a39b7671d48ca4a54c0085603b76
Updating spec repo trunk
Validating podspec
-> libzcashlc (0.1.0-beta.1)
- NOTE  | xcodebuild:  note: Using codesigning identity override: -
- NOTE  | [iOS] xcodebuild:  note: Building targets in dependency order
Updating spec repo trunk

🎉  Congrats
🚀  libzcashlc (0.1.0-beta.1) successfully published
📅  October 27th, 13:40
🌎  https://cocoapods.org/pods/libzcashlc
👍  Tell your friends!

repo: zcash-hackworks/zcash-light-client-ffi


text:
Add two missing types

Hi @Janik0110 .. thanks for the PR.
The types you added here should based on the type from Postgrest. Could you perhaps share with me an example for the type above? 😁

For example if I have a column of type varchar in my table the tool prints "character" and therefor generates an "any" for the type. Same for "int4" in the database. "int4" translates to "integer".

repo: zernonia/supabase-schema


text:
Louds

adds LOUDS implementation

adds LOUDS implementation

repo: zhelvis/trie


text:
Feat/multi call emergency upgrades

LGTM!

authors: aon hojarasca


text:
docs: Use topic actions for move topic to diff. stream.

Merged, thanks @rht!

authors: rht timabbott

repo: zulip/zulip


text:
change logging level to debug

closes #35
@erfannariman verzoek om logging level te verlagen, zodat de melding niet standaard wordt weergeven. Kan jij deze pull request reviewen?

Moeten we dan ook niet alle logging.info vervangen door logging.debug?

Verder viel me op dat de versie 0.6.0-rc.1 in de .cfg staat, maar dat de release op github achterloopt (0.5.4). Kunnen we een nieuwe versie releasen na deze PR? of heeft dat meer aandacht nodig.

Het is verwarrend, maar github laat ook niet standaard release candidates meer zien, maar als je op releases klikt zie je 0.6.0-rc.1 staan.

authors: erfannariman melvinfolkers

repo: zypp-io/azure-batch-load


text:
Add starter template: 11ty-hbs-webpack

Thanks!

authors: pdehaan uuki


text:
Add units test of 50% (or more) to Zia

See https://github.com/google/googletest

Check why Codecov not ignore lib/


text:
Spm/flake8 cleanup

Thanks @ayushshivani  !! 🎉  !!


text:
Feature/make in circle

@desmonddak I'm proposing to get rid of our previous end to end test and add a new one based on Kunal "make" based flow. This should produce layout straight from schematic exercising most of the flow.

@kkunal1408  @kuangban The flow crashes when I  add a second test ( "switched_capacitor_filter". ) I think there is a seg fault the pnr, but somehow that isn't exposed to the top level. Can someone take a look.

authors: ALIGN-analoglayout stevenmburns

repo: ALIGN-analoglayout/ALIGN-public


text:
Update typos in UG, DG, draft PPP

Codecov Report

Merging #289 into master will decrease coverage by 0.05%.
The diff coverage is 0.00%.

@@             Coverage Diff              @@
##             master     #289      +/-   ##
============================================
- Coverage     73.67%   73.62%   -0.06%
  Complexity      878      878
============================================
  Files           123      123
  Lines          2857     2859       +2
  Branches        445      445
============================================
  Hits           2105     2105
- Misses          644      646       +2
  Partials        108      108

Impacted Files
Coverage Δ
Complexity Δ

src/main/java/seedu/address/ui/MainWindow.java
0.00% <0.00%> (ø)
0.00 <0.00> (ø)

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authors: codecov-io leeyorktat


text:
feat: process processDefinitionVersion implemented

Refs https://github.com/Activiti/Activiti/issues/2113

repo: Activiti/activiti-cloud-api


text:
Ticket test/7

This ticket is where the card was? It doesn't work on my computer :(
Can someone else to check to see if it works?

authors: patijoe veroena


text:
Update: Cleanup some binding

Current coverage is 100.00%

Merging #85 into master will not affect coverage as of 72bfd99

@@            master     #85   diff @@
======================================
  Files           15      15
  Stmts          128     130     +2
  Branches         0       0
  Methods          0       0
======================================
+ Hit            128     130     +2
  Partial          0       0
  Missed           0       0

Review entire Coverage Diff as of 72bfd99

Powered by Codecov. Updated on successful CI builds.

LGTM

Merging...

authors: camjc codecov-io vinteo

repo: Adslot/alexandria


text:
Fix loop increment to actually go over all clipboard items

Nice catch! :)

authors: Alex-D mslenc

repo: Alex-D/Trumbowyg


text:
Update readme.md

اینارو پاک کنید بعد پول ریکوئست بدین
Winter Semester Courses 1399/2020
دروس کارشناسی
[روش پژوهش و ارائه02-1322010 ]

11151504_01 سيستم هاي چند رسانه اي

1115202_01 الكترونيك ديجيتال

1115211_01 طراحي مدارهاي واسط

1322010_02 روش پژوهش و ارايه

1322089_02 برنامه نويسي پيشرفته

1322113_01 اصول فناوري اطلاعات

روش پژوهش و ارايه

روز و ساعت ارائه دروس

20-23
16-18
14-16
12-14
10-12
8-10
روز

مطالعه درسی

11151504_01 سيستم هاي چند رسانه اي

شنبه

مطالعه درسی

1115202_01 الكترونيك ديجيتال

یک شنبه

مطالعه درسی
روش پژوهش و ارائه02-1322010

دوشنبه

مطالعه درسی

سه شنبه

مطالعه درسی

چهارشنبه

مطالعه درسی
مطالعه درسی
مطالعه درسی
1322089_02 برنامه نويسي پيشرفته
پنج شنبه

سلام
استاد خودشون توی واتس اپ بهم گفتن برنامه هفتگی رو هم اضافه کنم. پاک کنم؟
On Fri, Dec 25, 2020, 00:02 saharzeinivand notifications@github.com wrote:

Closed #241 https://github.com/AliRazavi-edu/PNU_3991/pull/241.
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Reply to this email directly, view it on GitHub
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کی بهتون گفت اضافه کنید؟ارسال شده از دستگاه Galaxy من
-------- پیام اصلی --------از: AtefehRastgoo notifications@github.com تاریخ: ۲۰۲۰/۱۲/۲۵  ۰۰:۱۸  (GMT+03:30) گیرنده: AliRazavi-edu/PNU_3991 PNU_3991@noreply.github.com گیرنده کپی: saharzeinivand sahar.zeinivand95@gmail.com, State change state_change@noreply.github.com موضوع Re: [AliRazavi-edu/PNU_3991] Update readme.md (#241)
سلام
استاد خودشون توی واتس اپ بهم گفتن برنامه هفتگی رو هم اضافه کنم. پاک کنم؟
On Fri, Dec 25, 2020, 00:02 saharzeinivand notifications@github.com wrote:

Closed #241 https://github.com/AliRazavi-edu/PNU_3991/pull/241.

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authors: AtefehRastgoo saharzeinivand


text:
[DOCFIX] Update YARN deploy doc

Merged build finished. Test PASSed.

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@apc999 Thanks for the review. I've addressed your comments, PTAL

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Test PASSed.

authors: AmplabJenkins aaudiber

repo: Alluxio/alluxio


text:
Water striders don't float, just sink and drown.

Now they float but bubble and go really slow.

repo: Artemisinin/Tethys


text:
[Info om valgt sted] - Omkrets og areal [35]

Denne lå som "reject for now".
Tenker vi midlertidig lukker den, da jeg ikke helt kan se at den blir relevant igjen.

repo: Artsdatabanken/forvaltningsportal


text:
Add !Roll yyyggbbrrr

d6183f8f44a130a065962da174802092f4bc6a85

repo: Astrydax/SWEotE-Discord-Dice-Roller


text:
added syntax highlighting

Thanks @cloudRoutine !

authors: cloudRoutine grokys

repo: AvaloniaUI/Avalonia