text:
Can't use validators as mock spec in Python 3.8

In Python 3.8, the object you pass as the spec argument to unittest.mock.Mock has its attributes iterated over. One of those attributes is DEFAULT_TYPES, which when accessed will raise jsonschema.validators._DontDoThat. This is not an issue in previous version of Python.
This will be solved by #681.

jsonschema: 3.2
Python: 3.8.3

from unittest import mock
import jsonschema
mock.Mock(spec=jsonschema.Draft7Validator)

Current solution:
import sys, jsonschema
Draft7Validator = jsonschema.Draft7Validator
if sys.version_info >= (3, 8):
    from importlib import metadata
    if int(metadata.version("jsonschema").split(".")[0]) < 4:
        class _Override(jsonschema.validators._DefaultTypesDeprecatingMetaClass):
            DEFAULT_TYPES = None
        class Draft7Validator(jsonschema.Draft7Validator, metaclass=_Override):
            pass

Hi!
Yeah, if you're OK waiting for #681 that's certainly a solution I'm happy with -- I'm not terribly inclined to support this kind of thing in general though -- iterating over a Python object's attributes isn't really a thing. I'd expect mock to basically do try/except Exception when doing so (even though yeah not great to do it anyhow, but obviously I know why it's doing it). Not sure why it isn't doing that but may be worth bringing up upstream.
Overall as well I don't particularly recommend using mock personally -- if it works great, but it's in the "not directly supported box" for these kinds of things -- beyond #681 I can't guarantee in general that objects are able to have their attributes iterated without side effects.
Closing, but happy to discuss further if need be -- otherwise keep an eye on #681, though I likely won't close it until #613 lands for jsonschema 4.0.

authors: EpicWink Julian

repo: Julian/jsonschema


text:
Added support for 'file://' URL schema on the RefResolver

Fixes Julian/jsonschema#398
Difference
Before this fix, RefResolver created with base_uri starting with file:// could work not properly.
Example code to test:
import os.path
import json

from jsonschema import validate, RefResolver

contact = \
{
    "name": "William Johns",
    "age": 25,
    "birthDate": { "month": "apr", "day": 15 }
}

def main():
    schema_path = "schemas/main_schema.json"
    schema = json.load(open(schema_path))
    validate(contact, schema, resolver=RefResolver(base_uri='file://' + os.path.dirname(os.path.abspath(schema_path)), referrer=schema))

if (__name__ == '__main__'):
    main()

Work tree:
    /
    +-- code.py
    +-- schemas /
    |   +-- dependencies /
    |   |   +-- date.json
    |   |   +-- month.json
    |   |   +-- positive_integer.json
    |   +-- main_schema.json

$ref Dependencies:
main_schema => date, positive_integer
date => month, positive_integer

Tests
Tests passed on:

[x] Windows 7, Python 2.7.15
[x] Windows 7, Python 3.5.2
[x] Windows 7, Python 3.7.2

Would also test on:

[ ] Linux (Ubuntu 16.04), Python 2.7.
[ ] Linux (Ubuntu 16.04), Python 3.5.2
[ ] Linux (Ubuntu 16.04), Python 3.6.7
[ ] Linux (Ubuntu 16.04), Python 3.7.2

Hi! Thanks.
I don't remember the behavior here off hand, but does this work with requests?
If so now that requests is as prevalent I'm more inclined to just drop support for ref resolution without it.

@Julian did not try to use requests for accessing local files. I'm not sure if this would work.

source: gharchive/pull-request

authors: Julian USSX-Hares

license: mit

license_type: permissive

license_source: bigquery


text:
Obtaining mask descriptions

For many semantic segmentation tasks, we want to obtain labels for a whole scene. I.e. in addition to segmentation masks (and an integer describing that they differ), we also want to have a class description of what the masks depicts. In the "Clustering" section of your prompt_segmenting.ipynb-notebook, you only visualize masks. Is there a way to also obtain the corresponding class names?

The clustering is class-agnostic. It is easy to save the corresponding class id for each object, however, it you want to get the category you may need another recognition model like CLIP.

source: gharchive/issue

authors: Jumpat Luca-Wiehe

repo: Jumpat/SegAnyGAussians

license_source: github-api


text:
Error when trying to request songs

I have no clue what this means or how to fix it, im basic so..
ERROR: Signature extraction failed: Traceback (most recent call last):
File "/usr/local/lib/python3.5/dist-packages/youtube_dl/extractor/youtube.py", line 1011, in _decrypt_signature
video_id, player_url, s
File "/usr/local/lib/python3.5/dist-packages/youtube_dl/extractor/youtube.py", line 925, in _extract_signature_function
errnote='Download of %s failed' % player_url)
File "/usr/local/lib/python3.5/dist-packages/youtube_dl/extractor/common.py", line 519, in _download_webpage
res = self._download_webpage_handle(url_or_request, video_id, note, errnote, fatal, encoding=encoding, data=data, headers=headers, query=query)
File "/usr/local/lib/python3.5/dist-packages/youtube_dl/extractor/common.py", line 426, in _download_webpage_handle
urlh = self._request_webpage(url_or_request, video_id, note, errnote, fatal, data=data, headers=headers, query=query)
File "/usr/local/lib/python3.5/dist-packages/youtube_dl/extractor/common.py", line 406, in _request_webpage
return self._downloader.urlopen(url_or_request)
File "/usr/local/lib/python3.5/dist-packages/youtube_dl/YoutubeDL.py", line 2000, in urlopen
req = sanitized_Request(req)
File "/usr/local/lib/python3.5/dist-packages/youtube_dl/utils.py", line 524, in sanitized_Request
return compat_urllib_request.Request(sanitize_url(url), *args, **kwargs)
File "/usr/lib/python3.5/urllib/request.py", line 269, in init
self.full_url = url
File "/usr/lib/python3.5/urllib/request.py", line 295, in full_url
self._parse()
File "/usr/lib/python3.5/urllib/request.py", line 324, in _parse
raise ValueError("unknown url type: %r" % self.full_url)
ValueError: unknown url type: '/yts/jsbin/player-en_US-vflkk7pUE/base.js'
(caused by ValueError("unknown url type: '/yts/jsbin/player-en_US-vflkk7pUE/base.js'",))

Updating your dependencies should resolve the issue, there was an API update a few days ago

How do I update my dependencies, I am having the same issue.

Never mind I ran the bat file

What do you mean updating dependencies? Us plebs have no idea what that means. Is that for Python? Or is it something else? I can't google that if I don't know what keywords to google, and just googling "dependencies update" doesn't help at all.

I'm getting an error using that bat file

Same probleme with the bot all my dependance is update

Windows: Open update_deps.bat
Linux: Run python3.5 -m pip install --upgrade -r requirements.txt
Mac: Open update_macdeps.command in Terminal

You can also update ytdl manually using the command sudo pip install -U youtube-dl --force-reinstall.

authors: Baniita K-Shadow Kentyrion YoCsusu brett1241 imhel jaydenkieran

repo: Just-Some-Bots/MusicBot

license: MIT


text:
userName 검색기능 구현

거래 내역 관리에서 user이름으로 검색기능을 테스트 하려고 합니다!
현재 나오는 거래내역에서 user가 1개밖에 되지 않아 테스트할 수 없습니다ㅠㅠ
다른 user이름으로 2~3개정도 회원가입 후 거래내역이 남도록 해주세요!
@yousunzoo @bongsee

주무...세요...
아침에 아이디 새로 만들어놓을테니까 그후에 봉석님이 구매내역 만들어주시면 될 것 같습니다!

테스트 완료 하였습니다.

authors: kjungit yousunzoo


text:
Add KopernicusTech

This mod conflicts with KittopiaTech and Kopernicus rather than providing them due to this providing modified versions with the aim to better integrate the two.
Looking around the planet making threads it seems that some need this, some need Kopernicus+KittopiaTech and some work with either...
I followed the example from Kopernicus to filter the System.cfg since it seems that one is changed by mods to add stuff.
According to the thread "This is probably the last release of KopernicusTech, since Kopernicus is being actively developed again now. Sooner or later, it will have it's own PQS loader, and doesn't need KittopiaTech anymore, at least in most cases."

I'm going to throw out a wild guess here that this depends on https://github.com/KSP-CKAN/CKAN-meta/pull/342 to work since the identifier I'm trying to conflict with doesn't exist yet and that's what Jenkins doesn't like.

This should probably have it's own KopernicusTech-Config since Kopernicus-Config would be incompatible with this thing.

repo: KSP-CKAN/CKAN-meta


text:
Add STM's FF Ribbon Pack - Operations Roles from Kerbal Stuff

This pull request was automatically generated by Kerbal Stuff on behalf of SmarterThanMe, to add STM's FF Ribbon Pack - Operations Roles to CKAN.
Please direct questions about this pull request to SmarterThanMe.

Closing in favour of #2927.

authors: KerbalStuffBot pjf

repo: KSP-CKAN/NetKAN


text:
Update homework_1.md

What changes are you trying to make? (e.g. Adding or removing code, refactoring existing code, adding reports)
Create logical model
What did you learn from the changes you have made?
I learned how to create logical model, use DB Browser for SQLite
Was there another approach you were thinking about making? If so, what approach(es) were you thinking of?

Were there any challenges? If so, what issue(s) did you face? How did you overcome it?

How were these changes tested?

A reference to a related issue in your repository (if applicable)

Checklist

[x] I can confirm that my changes are working as intended

Sorry, I didn't update my branch, Union is in Hw 5

repo: KSkoropad/sql


text:
🛑 Ohys API is down

In 9d60543, Ohys API (https://ohys-api-v2.usui.moe/schedule?day=sun) was down:

HTTP code: 500
Response time: 27079 ms

Resolved: Ohys API is back up in 8b99d71.

repo: Kadantte/candy-up


text:
Enhancement: Press 7 in Freeplay menu while a song in selection to open that song straight into the editor...

Please check for duplicates or similar issues before creating this issue.
What is your suggestion, and why should it be implemented?
rather than have to play the song first then press 7.
It's simple. When you have to go to editor, you must play a song first. AND since this 1.7, you have to wait for countdown to finish in order for 7 key to work, because now entering the editor goes to the position where the song at.
Now how about, just pecking straight to editor in free play menu? Yes! simply go to freeplay menu, select a song but don't play it. instead just press 7 immediately to go straight to editor immediately, skipping playing the song first or other respective button (such as open character debug which debugs character according to the song JSON data).

This would save me a lot of time charting for sure.

This is already in the latest master build of Kade Engine

This is already in the latest master build of Kade Engine

Cool and good. amazing awesome!!!
uh btw, which commit was it?
yeah just close it by the next release.

it was PR #2087

it was PR #2087

cool and good thancc for info. Will close when new version release (merge to stable)

repo: KadeDev/Kade-Engine


text:
借楼提问有关LLaViLo的问题

您好，我之前关注到您的LLaViLo: Boosting Video Moment Retrieval via Adapter-Based Multimodal
Modeling这篇文章，其中我想请问Additional anchor tokens指的是什么，可以参照您的实现代码吗？

Hi, the code for LLaViLo is currently not publicly available.
Regarding anchor tokens, they serve the same purpose as the input query tokens of the DETR decoder. You only need to concatenate them with your language instruction, query, or video embedding as the input for the LLM, and then perform the moment localization loss on those tokens at the output.


text:
Refactor: Split Functions from main.rs into Separate Files

To improve code organization and readability, I refactored the project by moving most of the functions and relevant code from main.rs into separate files. This separation allows for better maintainability and a clearer structure.
Please review the changes and let me know if any further adjustments are needed.

Since enum Type also includes its impl block, I kept it in a dedicated file for clarity. I'm considering names like type_enum.rs or type_definitions.rs to reflect both the enum and its implementation. Do you think these names work, or do you have other suggestions?

The codes around type system are not too long.
It's okay to types.rs includes all codes around type system

authors: KajizukaTaichi kaedehito

repo: KajizukaTaichi/idol


text:
Team issue

Can't create teams anymore

Freezes alot now

every game

the game keeps getting updated almost every day, it's really annoying lol

repo: Kalaborative/survivio-plus


text:
Momentum Scheduling

Hi!
I am trying to understand the scheme used for scheduling momentum and came across Line 257:
`y_min = self._init_lr_tfv`

Within the context of the file, self._init_lr_tfv appears to be the initial learning rate variable defined in Tensorflow. If so, then y_min should instead correspond to the initial momentum, defined in code as self._init_mom_tfv.
If this observation is correct then the last term of momentum update formula in Line 260 should be y_min instead of y_max (I infer that we are linearly interpolating from y_min to y_max).
Kindly provide some insight into the scheme, any reference material from where this scheme is taken would be very helpful.

Ha! Very nice eye for detail you have there.
Yes, it should be y_min = self._init_mom_tfv there.
Note this part of the code is not used, as it's only used if a specific learning-rate-schedule was selected, "expon"(-ential decay). Which never worked well for me so I never enabled it in the trainConfigs. Now this issue may explain why it never worked as good as other schedules :) (although I think it didnt work for me even back when deepmedic was in theano days, where I dont know if this bug was there, but anyway). If you dont care much about training schedules, I d still suggest the pre-defined or "poly", which has given ok results for me in a few databases.
There is no reference for this "expon" schedule, it is simply something I made to try among others.
Thanks a lot for spotting this. Fixed in commit 997dd3c now.

authors: Kamnitsask stalhabukhari

repo: Kamnitsask/deepmedic


text:
Configure an "Open with Gitpod" button

Is your feature request related to a problem? Please describe.
In the README.md file having a button, which allows the contributors to open the project via gitpod will be very helpful to new developers seeking to contribute to the project
Describe the solution you'd like
Update the repository to add the "open with Gitpod" button and configure it to run the project in gitpod after installing required dependencies.
Additional context

[x] Would you like to work on this?

Having a gitpod button in the README would be very helpful. I would like to work on this. kindly assign me


text:
Pin Alpine version to 3.19

texmf-dist-science is not available on Alpine "edge" branch, nor on v3.20. The latest version where it is available is 3.19, so use that.
fixes KapJI/capital-gains-calculator#530

Thanks!

authors: KapJI jfresen

repo: KapJI/capital-gains-calculator


text:
Buttons are too wide on the social pane in classic era/sod

This was from the PTR, right? Because on normal SoD the 'Groups' button is not there for me.
Anyway, fixed with f822b230ac2ca3816ec45d3a6b66bb1028563390.

Hey, no this was on live. Not on PTR

authors: Karl-HeinzSchneider sandervspl

repo: Karl-HeinzSchneider/WoW-DragonflightUI


text:
[Bug (?)] Remnant spawn list ignores spawn weights

Hey there,
I was doing another pass on Remnant items.  I went through and set remnant spawn weights for the individual items (e.g. 100 for flashlight; 50 for pro-flashlight; 25 for shovel, etc).  When going through a few dungeons and checking the drops, it seems like these weights are disregarded and it's weighing the items the same.
Thanks

Hi,
The reason for that is in the config called the General Rarity in section General, these values clamp the weights of the items. I would suggest putting the default values from 5%-25% to 1%-100%.
I hope this helps.

I guess I'm confused at how all of this works together.  Wouldn't it make more sense to simply allow me to set a weight for each individual piece of equipment?  Then when picking which piece of equipment gets dropped as a remnant item, pick the item based on the weights supplied in the "Remnants" section?  I don't understand how a specific percentage specification would even make sense on a list of equipment of indeterminate size.

All of the remnant items get clamped between 1 and 100 (they cannot exceed 100 or get lower then 1), this is the percentage chance that it will spawn. The General rarity is there to clamp the spawn chance of all the moons and if you want it to be specific per moon, you can change the config feature Use level specific rarities. The reasons why it exist is so you can have more control over your spawning per moon, this mainly exist for the older version of spawning remnant items. (Legacy spawning)
Because in that older version (it spawns along the scrap items) you have less control of how many remnant items you spawn and you don't want to only spawn remnant items and have no scrap items on the moon.
Thankfully the new spawning does not interfere with the scrap spawning, so the General rarity becomes a bit obsolete. But it can still be very handy for updating the spawn chance per moon/level. (the config feature Use level specific rarities)
So you don't need to worry about adding the spawn chance to 200, since it will just clamp to 100. The calculation will go like this: If the General Rarity is 5%-25% and your remnant item rarity is 50% then it will have a 15% rarity.
For the new version of spawning this means not a lot, unless you have an extreme low or high rarity. Which means that those remnant items have a higher or lower chance spawning, this is why with the default setting you can still see 2 Zap guns.
For the legacy spawning this means more since its rarity will be chosen among scrap items.
I do understand that the current default is more set for the Legacy spawning, so I understand the confusion for this.
This does make more sense?

This does make more sense?

Honestly no, I'm still rather confused.  I feel like the continued confusion highlights why calling it a percent while referring to it as a weight is extremely problematic. Can you answer my question from my last post?
What happens when the sum of my provided Remnant weights exceeds 100? Are the weights properly handled in a case where the total Remnants spawn weights is, for instance, 600 (e.g. Pro-Flashlight = 100 would have a 100/600 drop rate -- or 16.67% effective chance)?

I'm sorry to hear that,
See it more that the weights, rarity spawn chance is all the same in this context.
The sum of a provided remnant item weight cannot exceed 100 nor can it get lowered then 1. All of the remnant items are between 1 and 100 and are put in a container where they are randomly picked, the higher the number the higher the chance they get picked. The chance of spawning an remnant item is determent by the amount of different remnant items, their weight and the amount of duplicates it can have.

What happens when the sum of my provided Remnant weights exceeds 100? Are the weights properly handled in a case where the total Remnants spawn weights is, for instance, 600 (e.g. Pro-Flashlight = 100 would have a 100/600 drop rate -- or 16.67% effective chance)?

To give a more clear answer, it would be 16.67%. But only if that item gets first chosen and it would only matter if you would only spawn very few remnant items. In the default you would spawn around 15 remnant items per moon (depending on their risk level), and there it would at least 2-4 flashlights and 1-2 zap guns. Because the default has a maximum of 4 duplicates of one item.

I regret to inform you that spawning does not work as you have described.  To test this, I set max remnant spawns per equipment type to 15 (the internal maximum) and set each moon to 30 remnant drops.  I then set the weights as follows: 100 for flashlight, 100 for pro-flashlight, and 1 for ~a dozen other equipment.
The expectation being that on average, remnants will spawn almost-exclusively with flashlights and pro-flashlights to test the spawning system.  Instead, the drops are either completely randomized.
I have confirmed this with repeated drops on a moon with the Sewer interior to make locating large numbers of bodies very easy.

You are right indeed, there is something wrong in my code for picking a random remnant item.
This issue shall be fixed on the next update.

This issue should be fixed now on the current version, I will close this issue in a couple of weeks unless it is still present.

thanks for fixing it so quickly!
I'll do my best to run a quick check in the next night or two and close this out on my end
cheers

happy to report that a similar test config has been successfully observed to drop remnant items as expected with the updated Remnant version.
thanks so much

authors: KawaiiBone ajsglist

repo: KawaiiBone/LethalCompanyRemnants


text:
[FEATURE REQUEST] - No hand cursor in the github social.

Is your feature request related to a problem? Please describe.
When hovering over the github button on the website, the cursor does not change to a hand cursor, which may confuse some users who expect clickable elements to have a hand cursor.
Describe the solution you'd like
Fix it using CSS.
Why do you think we should add this feature? How will it be useful for the project?
For a better user experience.

Hey @KendallDoesCoding Please assign this issue to me.

Is your feature request related to a problem? Please describe. When hovering over the github button on the website, the cursor does not change to a hand cursor, which may confuse some users who expect clickable elements to have a hand cursor.
Describe the solution you'd like Fix it using CSS.
Why do you think we should add this feature? How will it be useful for the project? For a better user experience.

@mnik7044  - thanks for bringing this to my notice. Please work on this.

repo: KendallDoesCoding/mogul-christmas


text:
Add explicit load method to lazyloadEncoder

This is to allow e.g. half precision loading and similar.

Added in latest pr


text:
🛑 Altoro J is down

In fb52074, Altoro J (https://demo.testfire.net/) was down:

HTTP code: 0
Response time: 0 ms

Resolved: Altoro J is back up in 4bf3050 after 12 minutes.


text:
How do i stop the image from enlarging to fit the terminal?

i want to see the whole image in the terminal, but it keeps enlarging to fit it.

and also how do i blur the background .

Hey @ngomkhang134, I think you should take a look at the Layer Definintion options. It defines the how each of the background layers fit on the screen. Try the different options and see what works for you.
I don't know if blurring the background is possible.

i found it https://wezfurlong.org/wezterm/config/lua/config/win32_system_backdrop.html
but where should i paste it?

I think the best place would be in the appearance.lua.
Something like this
   -- background
   win32_system_backdrop = 'Acrylic',
   background = {
      ...
   },

it doesn't work on my windows laptop, what's it like on your end?

Just tried it now and it's not working for me either.
it's working on the title bar but not the rest of the terminal

repo: KevinSilvester/wezterm-config


text:
Bug: Lambda is wrapping in the middle of a quoted string

Description:

It doesn't happen often, but the lambda code is wrapping in the middle of a quote and the resulting lines can no longer be compiled. This can be seen in the ttCode DlgExcludeBase dialog when the line is pasted in, saved, and reloaded.

I can't reproduce this. I suspect that since this issue was created, the styled text control is now set to automatically wrap. Unless wxUI wraps the text returned from the event editor (which is shouldn't) this should work fine.

authors: KeyWorksRW Randalphwa

repo: KeyWorksRW/wxUiEditor


text:
SwiftUI previews outside of the KeyboardKit package crash if accessing resource-based assets

SwiftUI previews can't access resources from a dependency. If you try to preview a view that uses KeyboardKits Color or KKL10n resource-based properties, the preview will crash.
Related issues:

https://forums.swift.org/t/swiftui-previewer-crashes-while-in-swift-package-that-depends-on-anothers-packages-bundle-module-reference/41736
https://stackoverflow.com/questions/64540082/xcode-12-swiftui-preview-doesnt-work-on-swift-package-when-have-another-swift/64664692#64664692

There is a new KeyboardPreviewMode that can be used to bypass the embedded resources. The colors and texts are not as nice as the real ones, but the previews work.

repo: KeyboardKit/KeyboardKit


text:
Package the app

Add packaging for :

Windows
MacOS

https://www.electron.build/

I'm having troubles getting the packaging to work for windows

authors: KeziahMoselle armaandh

repo: KeziahMoselle/tempus


text:
Update sbt to 1.8.0

Updates org.scala-sbt:sbt from 1.4.9 to 1.8.0.
GitHub Release Notes - Version Diff
I'll automatically update this PR to resolve conflicts as long as you don't change it yourself.
If you'd like to skip this version, you can just close this PR. If you have any feedback, just mention me in the comments below.
Configure Scala Steward for your repository with a .scala-steward.conf file.
Have a fantastic day writing Scala!

Applied Scalafix Migrations

org.scala-sbt:sbt:1.5.0

https://gist.githubusercontent.com/eed3si9n/57e83f5330592d968ce49f0d5030d4d5/raw/7f576f16a90e432baa49911c9a66204c354947bb/Sbt0_13BuildSyntax.scala
Documentation: https://eed3si9n.com/syntactic-scalafix-rule-for-unified-slash-syntax

Adjust future updates
Add this to your .scala-steward.conf file to ignore future updates of this dependency:
updates.ignore = [ { groupId = "org.scala-sbt", artifactId = "sbt" } ]

Or, add this to slow down future updates of this dependency:
dependencyOverrides = [{
  pullRequests = { frequency = "@monthly" },
  dependency = { groupId = "org.scala-sbt", artifactId = "sbt" }
}]

labels: library-update, early-semver-minor, semver-spec-minor, scalafix-migrations, commit-count:n:2

Superseded by #35.


text:
cl21 cl22 - lost fix - Khronos Bug 15438 generic address space language_union test issues

Fix is present only on cl20_trunk branch

All PRs merged, closing.

authors: gwawiork kpet

repo: KhronosGroup/OpenCL-CTS


text:
reflect hlsl resource seems did not work well

hi~ guys, I met a trouble when I try to use spriv-cross to reflect spv resource.  That's what I do below:

use glslang to get a new spv file:
glslangvalidator -V -D hlsl.gather.basic.dx10.frag -e main -q --hlsl-iomap --auto-map-bindings -o hlsl.gather.basic.dx10.frag.spv

read spv from file and use spriv-cross API like this:
CompilerHLSL comp(std::move(spirv_bin_ref));
auto active = comp.get_active_interface_variables();
ShaderResources res = comp.get_shader_resources(active);
comp.set_enabled_interface_variables(move(active));

then I get only 1 samplerd_image, but actually it has 3 samplerd_image. So Could anyone help me to found the error? thx a lot.

Could it be because the other samplers are just not used from the code, and thus, optimized away?

SamplerState       g_sSamp : register(s0);
Texture1D          g_tTex1df4a : register(t1);
uniform Texture1D  g_tTex1df4 : register(t0);
Texture1D    g_tTex1di4;
Texture1D   g_tTex1du4;
uniform Texture2D  g_tTex2df4 : register(t2);
uniform Texture2D    g_tTex2di4 : register(t3);;
uniform Texture2D   g_tTex2du4 : register(t4);;;
Texture3D  g_tTex3df4;
Texture3D    g_tTex3di4;
Texture3D   g_tTex3du4;
TextureCube  g_tTexcdf4;
TextureCube    g_tTexcdi4;
TextureCube   g_tTexcdu4;
struct PS_OUTPUT
{
float4 Color : SV_Target0;
float  Depth : SV_Depth;
};
PS_OUTPUT main()
{
PS_OUTPUT psout;
// no 1D Gathers
float4 txval20 = g_tTex2df4 . Gather(g_sSamp, float2(0.1, 0.2), int2(1,0));
int4   txval21 = g_tTex2di4 . Gather(g_sSamp, float2(0.3, 0.4), int2(1,1));
uint4  txval22 = g_tTex2du4 . Gather(g_sSamp, float2(0.5, 0.6), int2(1,-1));
// no 3D gathers
// No Cube offset gathers
psout.Color = 1.0;
psout.Depth = 1.0;
return psout;
}
that is hlsl file.

I cannot reproduce it. I tried compiling the shader with glslang, without optimizations, and I get this with --dump-resources --remove-unused-variables --hlsl --shader-model 50.
separate images
=============

 ID 016 : g_tTex2df4 (Set : 0) (Binding : 2) writeonly readonly
 ID 037 : g_tTex2di4 (Set : 0) (Binding : 3) writeonly readonly
 ID 051 : g_tTex2du4 (Set : 0) (Binding : 4) writeonly readonly
=============

separate samplers
=============

 ID 020 : g_sSamp (Set : 0) (Binding : 0)
=============

struct PS_OUTPUT
{
    float4 Color;
    float Depth;
};

Texture2D<float4> g_tTex2df4 : register(t2);
SamplerState g_sSamp : register(s0);
Texture2D<float4> g_tTex2di4 : register(t3);
Texture2D<float4> g_tTex2du4 : register(t4);
Texture1D<float4> g_tTex1df4a : register(t1);
Texture1D<float4> g_tTex1df4 : register(t0);
Texture1D<float4> g_tTex1di4 : register(t0);
Texture1D<float4> g_tTex1du4 : register(t0);
Texture3D<float4> g_tTex3df4 : register(t0);
Texture3D<float4> g_tTex3di4 : register(t0);
Texture3D<float4> g_tTex3du4 : register(t0);
TextureCube<float4> g_tTexcdf4 : register(t0);
TextureCube<float4> g_tTexcdi4 : register(t0);
TextureCube<float4> g_tTexcdu4 : register(t0);

static float gl_FragDepth;
static float4 _entryPointOutput_Color;

struct SPIRV_Cross_Output
{
    float4 _entryPointOutput_Color : SV_Target0;
    float gl_FragDepth : SV_Depth;
};

PS_OUTPUT _main()
{
    float4 txval20 = g_tTex2df4.GatherRed(g_sSamp, float2(0.100000001490116119384765625f, 0.20000000298023223876953125f), int2(1, 0));
    int4 txval21 = int4(g_tTex2di4.GatherRed(g_sSamp, float2(0.300000011920928955078125f, 0.4000000059604644775390625f), int2(1, 1)));
    uint4 txval22 = uint4(g_tTex2du4.GatherRed(g_sSamp, float2(0.5f, 0.60000002384185791015625f), int2(1, -1)));
    PS_OUTPUT psout;
    psout.Color = 1.0f.xxxx;
    psout.Depth = 1.0f;
    return psout;
}

void frag_main()
{
    PS_OUTPUT flattenTemp = _main();
    _entryPointOutput_Color = flattenTemp.Color;
    gl_FragDepth = flattenTemp.Depth;
}

SPIRV_Cross_Output main()
{
    frag_main();
    SPIRV_Cross_Output stage_output;
    stage_output.gl_FragDepth = gl_FragDepth;
    stage_output._entryPointOutput_Color = _entryPointOutput_Color;
    return stage_output;
}

If I run this through the optimizer, everything is optimized away.
static float gl_FragDepth;
static float4 _entryPointOutput_Color;

struct SPIRV_Cross_Output
{
    float4 _entryPointOutput_Color : SV_Target0;
    float gl_FragDepth : SV_Depth;
};

void frag_main()
{
    _entryPointOutput_Color = 1.0f.xxxx;
    gl_FragDepth = 1.0f;
}

SPIRV_Cross_Output main()
{
    frag_main();
    SPIRV_Cross_Output stage_output;
    stage_output.gl_FragDepth = gl_FragDepth;
    stage_output._entryPointOutput_Color = _entryPointOutput_Color;
    return stage_output;
}

Do you have the exact SPIR-V you're using to reflect on?

Yes I have.  So that I could load it .

repo: KhronosGroup/SPIRV-Cross


text:
MSL: Unable to dynamically access an incoming gl_ClipDistance array under tessellation

SPIR-V conversion to MSL fails with error:
MSL conversion error: Trying to dynamically index into an array interface variable in tessellation. This is currently unsupported.

The attempt in GLSL results in gl_in[0].gl_ClipDistance[_80], but in MSL main0_in, the incoming gl_ClipDistance array is flattened in to float gl_ClipDistance_0 [[attribute(8)]];.
Is this the result of a known limitation in MSL, or is it something we can enhance SPIRV-Cross to emit and access the incoming gl_ClipDistance as an array? @cdavis5e
These CTS test fail as a result:
dEQP-VK.tessellation.user_defined_io.per_vertex_block.vertex_io_array_size_implicit.triangles
dEQP-VK.tessellation.user_defined_io.per_vertex_block.vertex_io_array_size_implicit.quads
dEQP-VK.tessellation.user_defined_io.per_vertex_block.vertex_io_array_size_shader_builtin.triangles
dEQP-VK.tessellation.user_defined_io.per_vertex_block.vertex_io_array_size_shader_builtin.quads
dEQP-VK.tessellation.user_defined_io.per_vertex_block.vertex_io_array_size_spec_min.triangles
dEQP-VK.tessellation.user_defined_io.per_vertex_block.vertex_io_array_size_spec_min.quads
dEQP-VK.clipping.user_defined.clip_distance_dynamic_index.vert_tess.1
dEQP-VK.clipping.user_defined.clip_distance_dynamic_index.vert_tess.1_fragmentshader_read
dEQP-VK.clipping.user_defined.clip_distance_dynamic_index.vert_tess.2
dEQP-VK.clipping.user_defined.clip_distance_dynamic_index.vert_tess.2_fragmentshader_read
dEQP-VK.clipping.user_defined.clip_distance_dynamic_index.vert_tess.3
dEQP-VK.clipping.user_defined.clip_distance_dynamic_index.vert_tess.3_fragmentshader_read
dEQP-VK.clipping.user_defined.clip_distance_dynamic_index.vert_tess.4
dEQP-VK.clipping.user_defined.clip_distance_dynamic_index.vert_tess.4_fragmentshader_read
dEQP-VK.clipping.user_defined.clip_distance_dynamic_index.vert_tess.5
dEQP-VK.clipping.user_defined.clip_distance_dynamic_index.vert_tess.6_fragmentshader_read
dEQP-VK.clipping.user_defined.clip_distance_dynamic_index.vert_tess.6
dEQP-VK.clipping.user_defined.clip_distance_dynamic_index.vert_tess.6_fragmentshader_read
dEQP-VK.clipping.user_defined.clip_distance_dynamic_index.vert_tess.7
dEQP-VK.clipping.user_defined.clip_distance_dynamic_index.vert_tess.7_fragmentshader_read
dEQP-VK.clipping.user_defined.clip_distance_dynamic_index.vert_tess.8
dEQP-VK.clipping.user_defined.clip_distance_dynamic_index.vert_tess.8_fragmentshader_read
dEQP-VK.clipping.user_defined.clip_cull_distance_dynamic_index.vert_tess.8
dEQP-VK.clipping.user_defined.clip_cull_distance_dynamic_index.vert_tess.8_fragmentshader_read

SPIR-V file:
tess_dyn_idx_clip_dist.spv.zip

Is this the result of a known limitation in MSL

Yes and no. In the fragment shader case, it is, because MSL doesn't allow arrays to be used for shader stage I/O, other than for the express purpose of outputting [[clip_distance]]s from a vertex shader. In the tessellation shader case, it's more because remapping the access chains in this case got very hairy.

is it something we can enhance SPIRV-Cross to emit and access the incoming gl_ClipDistance as an array?

Theoretically, yes. For fragment shaders, we could declare an array to hold the incoming clip distances and index that. For tessellation shaders, we could just declare the clip distances as an array, since it's just a regular buffer. Remapping the access chain in this case could be problematic.

This is an absolute nightmare to handle. One way to handle this perhaps would be to think outside the box. If the cull/clip count can be limited to 4, we could read it as a float4 attribute, which allows us to index it properly.

Nah, minspec is 8 :\

However...if this was the most appropriate solution, then the portability extension could define and return the lower value of 4 for maxClipDistances.

Just dumping some thoughts, unsure how feasible it could be.
What about having the array decomposed into a structure with members and then building a local array in the next stage with said structure. I believe Metal should be okay with this?
Example:
Vertex GLSL
// Whatever inputs for position

layout(location = 0) out vec2 outSomeData[10];

void main()
{
    // Set position and fill outSomeData
}

Metal equivalent
// Input structure

// Our defined structure to handle the array
struct outSomeDataStructure {
    float2 value0;
    float2 value1;
    // ...
    float2 value9;
};
struct MyVertexOut {
    // position
    outSomeDataStructure outSomeData
};
vertex MyVertexOut myVertex(MyVertexIn in [[stage_in]])
{
    vec2 tempSomeDataStructure[10] = { 0 };
    // Fill tempSomeDataStructure as in GLSL

    // Copy tempSomeDataStructure to output struct
    result.outSomeData.value0 = tempSomeDataStructure[0];
    result.outSomeData.value1 = tempSomeDataStructure[1];
    // ...
    result.outSomeData.value9 = tempSomeDataStructure[9];
}

Same thing applies for the fragment, but the other way around, we need to first fill the local array. There's no real need to have a structure just for the array in GLSL and directly add the values to the output structure in Metal.
While the approach may not be the best, it should be a good enough workaround at the cost of some performance.
As of now, more tests than the ones mentioned in the original report of the issue are affected by this and make them fail (Vulkan 1.0 example):
dEQP-VK.pipeline.monolithic.multisample_interpolation.nonuniform_interpolant_indexing.centroid
dEQP-VK.pipeline.monolithic.multisample_interpolation.nonuniform_interpolant_indexing.sample
dEQP-VK.pipeline.monolithic.multisample_interpolation.nonuniform_interpolant_indexing.offset

Let me know your thoughts!

However...if this was the most appropriate solution, then the portability extension could define and return the lower value of 4 for maxClipDistances.

I don't think that helps the tests that Aito mentioned?
https://github.com/ncesario-lunarg/SPIRV-Cross/tree/issue-1796 is a very rough hack that attempts to address the general "indexing into an array with pull interpolants" problem. This is done by creating a new array for each interpolation operation seen, for each input array. This is obviously not ideal from a size and perf standpoint, but I'm not sure how one could fix this in general otherwise. The change referenced appears to get all of the tests posted here passing with the exception of tests that involve interpolateAtOffset.
@HansKristian-Work if you get a chance to take a look, could you please advise on whether this approach is worth pursuing, or if you would rather go a different route here?

FWIW...
The 24 CTS failures in the OP above are no longer occurring.
The 3 additional CTS failures that @aitor-lunarg added:
dEQP-VK.pipeline.monolithic.multisample_interpolation.nonuniform_interpolant_indexing.centroid
dEQP-VK.pipeline.monolithic.multisample_interpolation.nonuniform_interpolant_indexing.sample
dEQP-VK.pipeline.monolithic.multisample_interpolation.nonuniform_interpolant_indexing.offset

are still occurring, but report a different error:
SPIR-V to MSL conversion error: Trying to dynamically index into an array interface variable using pull-model interpolation. This is currently unsupported.

Thanks for taking a look @billhollings. I must have had an old version of CTS and/or MoltenVK on my system as I'm pretty sure those were not passing when I first looked at this 🤷♂ .
This change is for the general case of passing arrays between shader stages. It fixes the "sample" and "centroid" cases Aitor referenced, but not the "offset" case. For the offset case (and in general), some constant propagation would do the trick, unless we could perhaps use something like spirv-opt in MoltenVK before passing the spirv to spirv-cross?

authors: HansKristian-Work aitor-lunarg billhollings cdavis5e ncesario-lunarg


text:
Null reference exception in WebGL glb export but works fine in Editor

I am working on a Unity WebGL project. My scene consists of a single lightweight model with a standard material. I am exporting at runtime the object as a byte array to send it after to a web API. Everything works correctly in the editor but not in the browser after the build.
 public GLTFSettings settings;
 public GameObject objectToExport;

 public void ExportToGLB()
 {
     var exportContext = new ExportContext(settings);
     GLTFSceneExporter gltfExporter = new GLTFSceneExporter(new[] { objectToExport.transform }, exportContext);
     Debug.Log(gltfExporter);
     byte[] glbData = gltfExporter.SaveGLBToByteArray("CustomedModel");
     Debug.Log(glbData.Length);
     StartCoroutine(ExportAndUploadGLB(glbData));
 }

After debugging, the error seems to occur during the call to SaveGLBToByteArray (the second Debug.Log() does not appear in the console) and appears in the console as :
NullReferenceException: Object reference not set to an instance of an object.
  at UnityGLTF.Plugins.CanvasExportContext.AfterNodeExport (UnityGLTF.GLTFSceneExporter exporter, GLTF.Schema.GLTFRoot root, UnityEngine.Transform transform, GLTF.Schema.Node node) [0x00000] in <00000000000000000000000000000000>:0
  at UnityGLTF.GLTFSceneExporter.ExportNode (UnityEngine.Transform nodeTransform) [0x00000] in <00000000000000000000000000000000>:0
  at UnityGLTF.GLTFSceneExporter.ExportNode (UnityEngine.Transform nodeTransform) [0x00000] in <00000000000000000000000000000000>:0
  at UnityGLTF.GLTFSceneExporter.ExportNode (UnityEngine.Transform nodeTransform) [0x00000] in <00000000000000000000000000000000>:0
  at UnityGLTF.GLTFSceneExporter.ExportNode (UnityEngine.Transform nodeTransform) [0x00000] in <00000000000000000000000000000000>:0
  at UnityGLTF.GLTFSceneExporter.ExportScene (System.String name, UnityEngine.Transform[] rootObjTransforms) [0x00000] in <00000000000000000000000000000000>:0
  at UnityGLTF.GLTFSceneExporter.SaveGLBToStream (System.IO.Stream stream, System.String sceneName) [0x00000] in <00000000000000000000000000000000>:0
  at UnityGLTF.GLTFSceneExporter.SaveGLBToByteArray (System.String sceneName) [0x00000] in <00000000000000000000000000000000>:0
  at ExportGLB.ExportToGLB () [0x00000] in <00000000000000000000000000000000>:0

How do I make it work please ?

Thanks for the report! We will fix this; in the meantime you can select Assets / Resources / UnityGLTFSettings and disable the experimental export plugin(s) at the bottom, in your case the Canvas plugin is failing for some reason:

OK, thanks! I'll wait then
(Just so you know, I get the same error when I uncheck the boxes of UnityGLTF.Plugins.Experimental)

Strange! Unchecking them should not even run the code where your error is anymore, do you get a separate error then?

It seems to be the same error:
NullReferenceException: Object reference not set to an instance of an object.
  at UnityGLTF.Plugins.CanvasExportContext.AfterNodeExport (UnityGLTF.GLTFSceneExporter exporter, GLTF.Schema.GLTFRoot root, UnityEngine.Transform transform, GLTF.Schema.Node node) [0x00000] in <00000000000000000000000000000000>:0
  at UnityGLTF.GLTFSceneExporter.ExportNode (UnityEngine.Transform nodeTransform) [0x00000] in <00000000000000000000000000000000>:0
  at UnityGLTF.GLTFSceneExporter.ExportNode (UnityEngine.Transform nodeTransform) [0x00000] in <00000000000000000000000000000000>:0
  at UnityGLTF.GLTFSceneExporter.ExportNode (UnityEngine.Transform nodeTransform) [0x00000] in <00000000000000000000000000000000>:0
  at UnityGLTF.GLTFSceneExporter.ExportNode (UnityEngine.Transform nodeTransform) [0x00000] in <00000000000000000000000000000000>:0
  at UnityGLTF.GLTFSceneExporter.ExportScene (System.String name, UnityEngine.Transform[] rootObjTransforms) [0x00000] in <00000000000000000000000000000000>:0
  at UnityGLTF.GLTFSceneExporter.SaveGLBToStream (System.IO.Stream stream, System.String sceneName) [0x00000] in <00000000000000000000000000000000>:0
  at UnityGLTF.GLTFSceneExporter.SaveGLBToByteArray (System.String sceneName) [0x00000] in <00000000000000000000000000000000>:0
  at ExportGLB.ExportToGLB () [0x00000] in <00000000000000000000000000000000>:0
  at UnityEngine.Events.InvokableCall.Invoke () [0x00000] in <00000000000000000000000000000000>:0
  at UnityEngine.Events.UnityEvent.Invoke () [0x00000] in <00000000000000000000000000000000>:0

But there is something weird because when I close the Unity Editor and open it again, the boxes are checked again while I unchecked it and saved it before. So maybe, when I build, the boxes get checked anyway

Trank you ! Yes it works now with the model with nothing else :)
It exports well now when I disable the text but it doesn't when I add the text mesh pro. In the editor, it exported well the text with it, but not in browser.
My text has the shader TextMeshPro/Distance field, in the editor the export removed just the texture effect but it's fine for me because the text is exported anyway and it's what I want, but in browser I get this error :
ArgumentNullException: Value cannot be null.
Parameter name: shader
  at UnityEngine.Material.CreateWithShader (UnityEngine.Material self, UnityEngine.Shader shader) [0x00000] in <00000000000000000000000000000000>:0
  at UnityEngine.Material..ctor (UnityEngine.Shader shader) [0x00000] in <00000000000000000000000000000000>:0
  at UnityGLTF.Plugins.TextMeshExportContext.BeforeMaterialExport (UnityGLTF.GLTFSceneExporter exporter, GLTF.Schema.GLTFRoot gltfRoot, UnityEngine.Material material, GLTF.Schema.GLTFMaterial materialNode) [0x00000] in <00000000000000000000000000000000>:0
  at UnityGLTF.GLTFSceneExporter.ExportMaterial (UnityEngine.Material materialObj) [0x00000] in <00000000000000000000000000000000>:0
  at UnityGLTF.GLTFSceneExporter.ExportPrimitive (UnityGLTF.GLTFSceneExporter+UniquePrimitive primKey, GLTF.Schema.GLTFMesh mesh) [0x00000] in <00000000000000000000000000000000>:0
  at UnityGLTF.GLTFSceneExporter.ExportMesh (System.String name, System.Collections.Generic.List`1[T] uniquePrimitives) [0x00000] in <00000000000000000000000000000000>:0
  at UnityGLTF.Plugins.CanvasExportContext.AfterNodeExport (UnityGLTF.GLTFSceneExporter exporter, GLTF.Schema.GLTFRoot root, UnityEngine.Transform transform, GLTF.Schema.Node node) [0x00000] in <00000000000000000000000000000000>:0
  at UnityGLTF.GLTFSceneExporter.ExportNode (UnityEngine.Transform nodeTransform) [0x00000] in <00000000000000000000000000000000>:0
  at UnityGLTF.GLTFSceneExporter.ExportNode (UnityEngine.Transform nodeTransform) [0x00000] in <00000000000000000000000000000000>:0
  at UnityGLTF.GLTFSceneExporter.ExportNode (UnityEngine.Transform nodeTransform) [0x00000] in <00000000000000000000000000000000>:0
  at UnityGLTF.GLTFSceneExporter.ExportNode (UnityEngine.Transform nodeTransform) [0x00000] in <00000000000000000000000000000000>:0
  at UnityGLTF.GLTFSceneExporter.ExportScene (System.String name, UnityEngine.Transform[] rootObjTransforms) [0x00000] in <00000000000000000000000000000000>:0
  at UnityGLTF.GLTFSceneExporter.SaveGLBToStream (System.IO.Stream stream, System.String sceneName) [0x00000] in <00000000000000000000000000000000>:0
  at UnityGLTF.GLTFSceneExporter.SaveGLBToByteArray (System.String sceneName) [0x00000] in <00000000000000000000000000000000>:0
  at ExportGLB.ExportToGLB () [0x00000] in <00000000000000000000000000000000>:0

Do you think it's fixable?

my guess would be that the "TextMeshPro/Mobile/Distance Field" Shader is missing in build. Which is used for expoting.
Can you test it with setting this shader to your TMP Material?

So I changed my text in TextMeshPro/Mobile/Distance Field and I got the same error. I also tried with a canvas Image instead of the text to see if it worked with that and I got this error :
ArgumentNullException: Value cannot be null.
Parameter name: shader
  at UnityEngine.Material.CreateWithShader (UnityEngine.Material self, UnityEngine.Shader shader) [0x00000] in <00000000000000000000000000000000>:0
  at UnityEngine.Material..ctor (UnityEngine.Shader shader) [0x00000] in <00000000000000000000000000000000>:0
  at UnityGLTF.Plugins.CanvasExportCaptureMeshHelper.GetMeshAndMaterial (UnityEngine.Mesh& mesh, UnityEngine.Material& material, UnityEngine.Shader shader) [0x00000] in <00000000000000000000000000000000>:0
  at UnityGLTF.Plugins.CanvasExportContext.AfterNodeExport (UnityGLTF.GLTFSceneExporter exporter, GLTF.Schema.GLTFRoot root, UnityEngine.Transform transform, GLTF.Schema.Node node) [0x00000] in <00000000000000000000000000000000>:0
  at UnityGLTF.GLTFSceneExporter.ExportNode (UnityEngine.Transform nodeTransform) [0x00000] in <00000000000000000000000000000000>:0
  at UnityGLTF.GLTFSceneExporter.ExportNode (UnityEngine.Transform nodeTransform) [0x00000] in <00000000000000000000000000000000>:0
  at UnityGLTF.GLTFSceneExporter.ExportNode (UnityEngine.Transform nodeTransform) [0x00000] in <00000000000000000000000000000000>:0
  at UnityGLTF.GLTFSceneExporter.ExportScene (System.String name, UnityEngine.Transform[] rootObjTransforms) [0x00000] in <00000000000000000000000000000000>:0
  at UnityGLTF.GLTFSceneExporter.SaveGLBToStream (System.IO.Stream stream, System.String sceneName) [0x00000] in <00000000000000000000000000000000>:0
  at UnityGLTF.GLTFSceneExporter.SaveGLBToByteArray (System.String sceneName) [0x00000] in <00000000000000000000000000000000>:0
  at ExportGLB.ExportToGLB () [0x00000] in <00000000000000000000000000000000>:0

tank you!
Also the "Unlit/Transparent Cutout" Shader is required in build. So for a fast solution, ensure the shader is added to Project Settings/Graphics > Always included shader
I will try to find a fallback shader in the meantime :)

I added TextMeshPro/Mobile/DistanceField and TextMeshPro/DistanceField in Graphics and it worked! Thank you!

However, image UI still doesn't, despite of UI/Default added and Unlit/Transparent Cutout :
ArgumentNullException: Value cannot be null.
Parameter name: shader
  at UnityEngine.Material.CreateWithShader (UnityEngine.Material self, UnityEngine.Shader shader) [0x00000] in <00000000000000000000000000000000>:0
  at UnityEngine.Material..ctor (UnityEngine.Shader shader) [0x00000] in <00000000000000000000000000000000>:0
  at UnityGLTF.Plugins.CanvasExportCaptureMeshHelper.GetMeshAndMaterial (UnityEngine.Mesh& mesh, UnityEngine.Material& material, UnityEngine.Shader shader) [0x00000] in <00000000000000000000000000000000>:0
  at UnityGLTF.Plugins.CanvasExportContext.AfterNodeExport (UnityGLTF.GLTFSceneExporter exporter, GLTF.Schema.GLTFRoot root, UnityEngine.Transform transform, GLTF.Schema.Node node) [0x00000] in <00000000000000000000000000000000>:0
  at UnityGLTF.GLTFSceneExporter.ExportNode (UnityEngine.Transform nodeTransform) [0x00000] in <00000000000000000000000000000000>:0
  at UnityGLTF.GLTFSceneExporter.ExportNode (UnityEngine.Transform nodeTransform) [0x00000] in <00000000000000000000000000000000>:0
  at UnityGLTF.GLTFSceneExporter.ExportNode (UnityEngine.Transform nodeTransform) [0x00000] in <00000000000000000000000000000000>:0
  at UnityGLTF.GLTFSceneExporter.ExportScene (System.String name, UnityEngine.Transform[] rootObjTransforms) [0x00000] in <00000000000000000000000000000000>:0
  at UnityGLTF.GLTFSceneExporter.SaveGLBToStream (System.IO.Stream stream, System.String sceneName) [0x00000] in <00000000000000000000000000000000>:0
  at UnityGLTF.GLTFSceneExporter.SaveGLBToByteArray (System.String sceneName) [0x00000] in <00000000000000000000000000000000>:0
  at ExportGLB.ExportToGLB () [0x00000] in <00000000000000000000000000000000>:0

I also tried to replace the UI image by a GameObject with Sprite Renderer, and it doesn't make any error this time, but it just doesn't appear in the exported model.

@pfcDorn do you think we can provide another Shader Variant Collection for these cases? And then log an error (instead of simply throwing an exception) with a message like "You're trying to do X, please include Shader Variant Collection Y for this to work"?

Soo... Unlit/Cutout Shader is not required anymore. Only the TextMeshPro/Mobile/Distance Field.
For Canvas: only the UnityGltf/UnlitShader is required. I would recommend to use the new Gltf Shader Variant Collection that are included (only on Dev Branch currently, will be shipped with the next release soon). This collection will contain all variants of the Gltf Shaders for runtime.
Thank you again for opening this issue ! :)

OK thank you!
So to make my project work, do I need to wait for the merge in the main branch? Or can I take the changes somewhere?
Thank you again for your responsivity!

Until the release (maybe this or next week), you can stay on this branch. It's basically the latest UnityGltf version. :)

OK because I took that and I am not allowed to add the UnityGLTFShaderVariantCollection in Project Settings/Graphics
When I try to drag and drop it from Packages/UnityGLTF/Runtime/Shaders/VariantCollections, I have an interdiction sign, and when I search for it from the array of Always Included Shader, it's not found...

ah.. it's just the wrong place :) you need to add it to "Preloaded Shaders" ...yeah...Unity names are sometimes special :D

OK thank you! Actually I succeed to make it work by drag and drop UnityGLTF/UnlitGraph :

i would not recommend this way. This will end up in too much shader variants. So longer build time and bigger shaders ;)

OK, when I build including PBRGraph (using the Variant collection this time), after a very long build, I can't run it because  : Could not allocate memory: System out of memory! and RuntimeError: table index is out of bounds

Seems to be very heavy, or should I change something specific in Project Settings perhaps?

hm...newer saw this before. I will try to reproduce it. You are using URP, right?
When you don't load gltf files at runtime, just remove the collection for now and only add the UnlitGraph und TMP mobile shader to always included.

Yes, I'm using URP :)
OK, I did that and it exports text well, but not the UI image so I guess it's PBRGraph that is required for that, this is this shader that takes a long time to build although.

just found another bug and fixed it :) PBRGraph is not required.

It works! Both exporting text mesh pro and canvas UI! Thank you! :D

Thank you too for your report :)
Closed, all fixed with latest release.

authors: hybridherbst loub16 pfcDorn

repo: KhronosGroup/UnityGLTF


text:
layers: Validate pipeline derivative requirements in DrawState

While looking at what if anything SC needed to do for derivatives (which is nothing!) I figured I'd get the DS base pipeline checks out of the way.

LGTM

cherry-picked and pushed to master

authors: chrisforbes courtney-g tobine


text:
Skinned animation output depends on frame selected

Related to #16 and using the same example file, I've found that depending on the frame you have selected on the editor when doing the export, your final file will look incorrect. If you select the frame 0, everything is fine. If you select the frame 60 (like I did in the example I'm attaching) your animation will look wrong (it's applying the skin to a mesh deformed from the frame you have selected, instead of the initial state)
This might even be a feature, although I'm hard pressed to find how this can work in practice 😄
BoxSkinnedBug.zip

It's a bug. Just looked at the code and it is obvious.
Think it is an easy fix, but I will fo it tomorrow,

Thanks, appreciated!

https://github.com/KhronosGroup/glTF-Blender-Exporter/commit/1340c563b46e1a15eb4574825229548b3e1d2364 should fix this.
Will test and close if everything is fine.

Okay, tested with this and some other skinned model.

Thank you!

repo: KhronosGroup/glTF-Blender-Exporter


text:
Scene doesn't export animation properly if more than one scene

System Information
Operating system:W11 pro Version 10.0.22631 Build 22631
CPU 14900kf
Graphics card: 3090 RTX
Blender Version
Broken: version: 4.0.2, branch: blender-v4.0-release, commit date: 2023-12-05 07:41, hash: 9be62e85b7, type: release
The error happen all the time during the export of GLTF.file with more than 1 scene (make a copy or create a new scene empty, got me the same result)
in my blender file, I have scene (the first scene) and scene.001(the second scene)
scene
.|-Text
...|-Text.Action (animation)
.|-Cube
...|-Cube.Action(also an animation)
scene.001
.|-Text.001
...|-Text.001Action
.|-Icosphere
...|-Icosphere.Action
When I export my blend file to a GLTF format or GLB format and load up in three.js everything work fine for the first scene all action are perfectly load up mesh etc…
The problem is when I switch(in my threejs application) to the second scene (scene.001) my loader says he cannot find any position to animate the mesh from the second scene (but the mesh is loaded normally they are just loaded without animation)
But when I export the same blend file but this time I'm inside the second scene the error is reversed this time threejs told me he had an issue to find postion to animate all object in the first scene .... ..... .... ....
Its look like what ever the option I choose from the dialog box of the GLTF exporter, the scene none selected are not exporting properly for animation (and in case of someone ask : yes I don't tick the option in the dialog box of the GLTF exporter only export visible or scene visible) one scene
here the link of the blend file a simpleScene.blend
https://we.tl/t-ObxptDpVu8

Hello,
Not sure there is any issue here.

glTF validator doesn't show any issue
Eye checking content of the file seems ok
Manually changing the default scene in glTF file, and using an online view (that will show only the default scene) => Seems to be ok

In glTF, animation are not linked to any scene, but are global to the glTF file. Nodes (Objects) are linked to a specific scene.
This may be the root of your issue. I suspect it to be linked to your threejs application that trying to apply all animations, not checking if the object targeted is in the current scene.

you can close it
my code was so generic i cannot find the simples problem

authors: cid-wings julienduroure

repo: KhronosGroup/glTF-Blender-IO


text:
Issue #50  - TypeError: Cannot read property 'trim' of undefined

Fixes Issue #50

See: Issue #53

thanks

authors: Cordobo KillerCodeMonkey

repo: KillerCodeMonkey/ngQuill


text:
Overfitting issue

When I tried to train various binary classification problems with KAN layer, I got the result that it seems to be difficult to beat MLP in general in most of the results. So I tried various attempts to solve this problem, and as a result, I found that the "grid" should be reduced to 3 or less to get some competitive results. I analyzed the reason for this, and I suspected that the KAN model is quite vulnerable to noise.  As the number of grids grows, the activation fucntion can have a more complex shape, which makes the model learn the noise too well.
So I ran an experiment with y = x + x^2 + noise(), with the KAN layer consisting of [1,2,1], the MLP layer consisting of [1,64] , [64,64]*6 [64,1], and GELU as the activation between each layer.
class ComplexMLP(nn.Module):
   def __init__(self):
       super(ComplexMLP, self).__init__()
       self.layers = nn.Sequential(
           nn.Linear(1, 64),
           nn.GELU(),
           nn.Linear(64, 64),
           nn.GELU(),
           nn.Linear(64, 64),
           nn.GELU(),
           nn.Linear(64, 64),
           nn.GELU(),
           nn.Linear(64, 64),
           nn.GELU(),
           nn.Linear(64, 64),
           nn.GELU(),
           nn.Linear(64, 64),
           nn.GELU(),
           nn.Linear(64, 1)
       )

   def forward(self, x):
       return self.layers(x)
class Model(nn.Module):
   def __init__(self):
       super(Model, self).__init__()
       self.KAN = KAN([1,2,1],grid=5)
   def forward(self, x):
       output = self.KAN(x)
       return output

We expected that this would be enough to smooth out the penalty of overfitting since KAN behaves more like a more complex MLP layer, but this was not the case. After 1000 epochs of training, the model performed as shown in the following figure, even when the number of grids in KAN was 5. In the figure, the red dots are the validation set, the blue dots are the training set, and the green line is the line predicted by the model.

Reducing to Grid=2 gives us a more stable picture, like this

Currently, I am trying to reduce the Grid, but it is unfortunate that reducing the Grid will reduce the expressiveness and lose some of the advantages of using the KAN model. Is there any way to prevent this overfitting other than reducing the expressiveness? I ask because I did not see the effect of reducing this effect when using l1 regulation.

You have the same problem as I do, and my suggested solution is to reduce the grid and increase the number of layers. You can try it.

Larger data sets can also help mitigate overfitting

We have found that increasing the layer while decreasing the grid improves this behavior. In the picture above, you can see that the overfitting is significantly improved when grid=2.
However, I thought that if we reduce the number of grids to 1 or 2, the activation will not be as smooth and diverse as the original KAN paper, and we will lose the strength of KAN. Will this effect occur or does it not matter much if the grid is reduced?

When there are more grids, it does make the network more expressive (more diverse activation functions), but sometimes depth is necessary (for complex problems).
I think that the trainable activation function is a starting point, and we can't limit ourselves to the B-spline, there should be a better representation than the B-spline.
These shortcomings you mentioned may be addressed by changing the B-spline (e.g. B-spline can be characterized with MLP)

Sounds like a great idea!! Do you have a page that you've researched or written code for?

Sorry, I've been busy lately and I haven't tried my idea yet.

Ok. Thank you for great idea

What about the “initialize_from_another_model” in the Example2? It seems to be gradually increasing grid. I guess it will inherit the result of the previous low grid.

authors: Wenbobobo echooioo pop756 siwuxei

repo: KindXiaoming/pykan


text:
Organised the functions into seperate files

[X] Organised the functions into seperate files.
[X] Solved the other issues pointed in the pr like output file, tsdoc changes, new line before } .
[X] Added Doc comments to all the functions

It's great seeing you working on another PR!
I wanted to review your changes and get this merged, but I see you have included a task list in your description to indicate that this is a Work In Progress. Could you use the Draft Pull Requests feature instead so myself and others know when you're ready for a review?
I don't want to be too picky as I love having help here, but I know from our email correspondence that you'd like to learn how best to work within a team environment so I'm going to be more prescriptive than I usually would be on an open source project.
So with that in mind, it would be nice to have more focused PR that would allow for targeted discussions about individual changes and faster merges. Right now there's so much going on that it's more difficult to review. And you're not done yet so it'll only get harder. 🙂
For example, your first task listed in this PR would be a quick and easy review. And really, those targeted changes have nothing to do with the stated goal of this PR. As it stands now it's really hard to see these changes with all of the reorganization taking place here.
Another example is I'd like to discuss example.md as I don't see the point of having this file when the README.md already included this. I'm guessing it's because you're planning to use it for your tests, but it's hard to have this discussion when there is so much else going on in this PR.
I think a lot of this will naturally get easier as this project matures but in general it would be nice to bring more focus to each PR and making it clear when you're ready for review. I should also open issues to improve my communication as well. 🙂

I opened #4. Along with the README.md I think they would eliminate the need for example.ts.
I also opened #3 which I think you might enjoy taking a crack at.

So should i drop this pr and open some smaller pr's tackling each issue ?

So should i drop this pr and open some smaller pr's tackling each issue ?

That would be best but it's work so I'd totally understand if you want to keep it as-is. Given it's so early in the project I'm happy either way.

Made it a little bit easier for you to review (I guess) removed the example.md and example.ts files. You can merge this pr for the other issues I will open other smaller pr's 😅 that are easier to review. Thank you again.

Thank you! And thank you for your willingness to embrace more focused PRs. 💜

authors: AvaterClasher dteare

repo: Kindness-Works/rocket-ts


text:
Want Solution On This ASAP

whenever i call onbackpressed or perform an intent the app crashes and show the error unable to destroy the activity Attempt to invoke virtual method 'java.lang.Thread$State java.lang.Thread.getState()' on a null object reference.

Same here and I need a fix urgent!

Same here and I need a fix urgent!

The problem has been fixed by setting build.gradle to 4.0.0
Try it and reply is it working for you or not.

repo: KingsMentor/MobileVisionBarcodeScanner


text:
Does not calculate correctly with some 0.17 science

Some science packs now yield multiple per craft. The calculator does not factor this in.
For example, you get 3x utility science packs per craft. So I put in that I want "60 items/min". That means only 20 crafts per minute. However, it assumes I want 60 crafts per minute and claims I need (40!) assembly machines making low density parts.
I vastly overbuilt my factory before realizing it was doing this. I assume this is not intended? I would at least reword it to "crafts/minute" if this is intended.

In your example of LDS, I think you are forgetting the time factor (20 second craft times).
In my example maths, I'm using Assembler 1's
Simple maths means:
60 Utility Packs = 60 LDS per minute
1 LDS takes 1/(0.5/20) = 40 seconds to make
60 LDS takes 40*60 = 2400 seconds to make, which equates to 40 assemblers to make 60 per minute.
The calculator is not wrong.

Yep. Those 20 second craft times mean you need a lot of assembling machines. The calculator is, indeed, reporting items/minute correctly.

authors: KirkMcDonald adrianvanderwal zearmhot


text:
ImportError: cannot import name 'df_stats'

Following function doesn't exist:
from bat.utils import df_stats
is there an alternative function available? cant find it in docs

@rohankkathpal the risky domain notebook needs to be updated a bit (I'll make a ticket for that).. the df_stats did move. you can import it like this...
import bat.dataframe_stats as df_stats

Let me know if that works out okay.

Hi, it works, Thank you so much

authors: brifordwylie rohankkathpal

repo: Kitware/bat


text:
[BUG] Fix Max width Tooltip display

Describe the bug
When using the tooltip hover fix the max-width for large names
To Reproduce
Steps to reproduce the behavior:
Load up data with long type names and turn on the tooltip hovering
Expected behavior
Proper truncation or wrapping for the display area for the tooltip

From slack:

I'm finding these tooltips actually a little obtrusive.  Instead of "wheverver your mouse enters", how hard would it be to put the tooltip all the way outside the rightmost overlapping box?  The Y coordinate doesn't matter, and I think mouse height makes sense.

Or, it might look nice just to align the tooltip  with the top right corner of the bounding box containing all overlapping boxes?

The location of the tooltip right now is that last mouse position of the user either entering or existing a new box.  Now that I thought about it a bit the outside the furthest away box might not be the best place.  If you had a full frame box meant to denote something about the frame and then sub-boxes for individual objects within that frame this would force the tooltip to the outside of the full frame.
Thoughts?

@subdavis, the code is a bit annoying (looping, finding min/max and sorting) but is this behavior better?
https://user-images.githubusercontent.com/61746913/142057542-415fe40e-b35c-45e0-8f05-c063d3c2b884.mp4

Yeah, I think this is a lot better, thanks!
The only difference is that I think it's backwards to what I originally had in mind: that the tooltip would be outside the outermost annotation rather than the innermost.
Depending on exactly how annoying the code is, it may not be worth changing.

authors: BryonLewis subdavis

repo: Kitware/dive


text:
[反馈]服务端覆盖汉化文件后任务书仍为英文

RT
2.1.2.1版本服务端覆盖汉化文件后任务书仍为英文，us后缀json文件客户端及服务端已经删除，执行/bq_admin default load 2命令后提示没有找到任务数据，客户端在单机存档时任务书为中文。

使用的是complete版本汉化包

咳咳 指令为
/bq_admin default load


text:
Create questions

sir, i just want to ask you a few question on the usage of backdoorme.

Feel free to email us at backdoormegit@gmail.com

authors: ecthros gsquid

repo: Kkevsterrr/backdoorme


text:
fix(paeckchen-cli): respect context.config

the cli should use the context.config instead of the created own config, because the core will
extend the configuration with the config file settings and defaults
ISSUES CLOSED: #117

Changes Unknown when pulling 2f40de668700d6dadf49fc81684e4b253c150a60 on cli/out-file into ** on master**.

Coverage remained the same at 100.0% when pulling 2f40de668700d6dadf49fc81684e4b253c150a60 on cli/out-file into f1b7690dbbcd93bff94cd17dcc612a87609bf970 on master.

authors: KnisterPeter coveralls

repo: KnisterPeter/paeckchen


text:
wings.disk.isi.edu does not have python

wings.disk.isi.edu seems not to have python
+ python
/opt/wings/storage/default/users/admin/Enigma/code/library/AddDemographicMergeAndFilter/run: line 39: python: command not found

https://wings.disk.isi.edu/wings-portal/users/admin/Enigma/executions
May be related, but cannot mount a docker volume either:
$ ls /tmp/tmp.qde66OFZxu
AddDemographicMergeAndFilter.py
inputFiles
$ docker run -v /tmp/tmp.qde66OFZxu:/out --rm python-pandas python3 /out/AddDemographicMergeAndFilter.py out/inputFiles
python3: can't open file '/out/AddDemographicMergeAndFilter.py': [Errno 2] No such file or directory

The wings instance is running on a docker container.
The volume must be:
docker run \
    -v --rm \
    -v wings_dev_wings_data:/opt/wings mosorio/bikes_rent \
    python script.py \
        --inputs $INPUTS1 \
		--pi_value $OUTPUTS1 \
		--summary $OUTPUTS2 \
    	--variables $PARAMS1 $PARAMS2 $PARAMS3
checkExitCode

authors: hvarg mosoriob

repo: KnowledgeCaptureAndDiscovery/DISK-WEB


text:
Include color mode (xy or colortemp) for hue rgbw bulbs

The color mode can be used by home automation to determine the correct way to (re)calculate the set lighting. Zigbee2mqtt plugin for Domoticz will use the acknowledged info to correctly set the sliders (rgb/colortemp) in the UI and database. (my upcoming addition to the plugin to support HUE white and ambiance bulbs will use it)
The hue bulb will only update this value after a color mode change, but it will be cached by MQTT.

Nice one, thanks!

authors: Koenkk d-EScape

repo: Koenkk/zigbee-shepherd-converters


text:
Release 1.8.2

1.8.2 bundles an RBAC permissions fix and build target change.
Fix #495
Fix #478

Codecov Report

Merging #496 (30f99c5) into main (3d742a3) will decrease coverage by 0.09%.
The diff coverage is 0.00%.

@@            Coverage Diff             @@
##             main     #496      +/-   ##
==========================================
- Coverage   50.44%   50.34%   -0.10%
==========================================
  Files          72       72
  Lines        7835     7868      +33
==========================================
+ Hits         3952     3961       +9
- Misses       3534     3558      +24
  Partials      349      349

Impacted Files
Coverage Δ

cmd/common.go
0.00% <0.00%> (ø)

cmd/root.go
51.56% <0.00%> (-5.05%)
:arrow_down:

Continue to review full report at Codecov.

Legend - Click here to learn more
Δ = absolute <relative> (impact), ø = not affected, ? = missing data
Powered by Codecov. Last update 3d742a3...30f99c5. Read the comment docs.

authors: codecov-commenter rainest

repo: Kong/deck


text:
Stop using hashFiles function

The actions hashFiles function does not work with the env context, so throw that garbage on the floor and just use sha256sum with a shell var.  Same checksum as hashFiles would generate, but actually supports env vars.
Also stop trying to use previous job output as an env var in subsequent jobs, because apparently that context also isn't available in jobs.env.  The value is only used once per later job, so just directly use actions substitution instead of a more-readable env var.  Siiiigggghhhhhh.

The steps output is steps.<id>.outputs.  Intuitively, the jobs outputs are needs.<id>.outputs because there was already a job context and even though jobs is a different word, the Github runner designers apparently hate people. 😭

Still need to figure out how to get the imported image to actually get used. Maybe capture the docker import output (the sha256) and use that as the "cache_from" arg.  It's weird that it's not getting imported with the repo and tag name as well.  I'm probably doing something else wrong with the save command or something. :/
Importing /tmp/imagecache/pulp_core.tar
sha256:7b111e0e1ed78a127cbecae68eeb74e97abcda03483b1f3b3dcf8c6353fc5443
REPOSITORY       TAG         IMAGE ID       CREATED                  SIZE
<none>           <none>      7b111e0e1ed7   Less than a second ago   428MB

Marking as ready-for-review, and opening a ticket to get build caching to work properly later. :shrug:

Successful run for validation: https://github.com/Kong/docker-pulp/actions/runs/970461621

repo: Kong/docker-pulp


text:
github action to automatically sync kuma-website

Description
Made the sync work like Kong-Mesh and Kong-Mesh-gui. Extracted to a dedicated job because I think we should also sync generated files from kong-mesh in a close future.
Testing instructions
Netlify link:
Checklist

[x] Review label added
[x] PR pointed to correct branch (main for immediate publishing, or a release branch: e.g. release/gateway-3.2, release/deck-1.17)

@fabianrbz and @jakubdyszkiewicz I've updated this to use the Kong github app to be able to push the branch and open a PR.


text:
Fix/ins 1656 send button doesnt show hand icon

no action needed, clicked on wrong button

repo: Kong/insomnia


text:
how does node verify if the access token sent to an API endpoint valid?

assuming that user has authorized the app and now app sends a request to the API endpoint alongwith access token
how does the node.js app now verify the access token is valid?

it doesn't, Kong does it. I added more detail to the readme example, including getting final access.
closing this.


text:
feat(pdk): add request.get_uri_captures

fix FTI-3994

Could we add some test cases for this new pdk api?

authors: StarlightIbuki chronolaw

repo: Kong/kong


text:
ssr support

Test with nuxtjs. Need to implement initialData config option.
Check out:
https://github.com/zeit/swr#ssr-with-nextjs

Working for @nuxt :)
https://codesandbox.io/s/nuxt-swrv-demo-kr157

authors: Atinux darrenjennings

repo: Kong/swrv


text:
Fix issue with payloads when using Krill on Java 8

The current master branch won't successfully execute the tests and will be unable to perform searches if Krill is executed on a Java 8 VM.
This seems to be related to a change in the semantics of splitting on empty strings which is explained in more detail in http://stackoverflow.com/a/27477312. The current code expects an empty string at the beginning of the array and skips it by using a static offset in the index. This pull request changes the RegEx so that both under Java 7 and Java 8 there is no empty string as first element in the splitted string. It also changes the indexes used to access the data to reflect the changes made to the RegEx.
I executed all tests cases both under OpenJDK 7 and OpenJDK 8 (both on Ubuntu Linux) and all test-cases succeed with these changes.

Thank you very much! That's great!

authors: Akron thomaskrause

repo: KorAP/Krill


text:
koverMergedHtmlReport fails on Windows

Run: https://github.com/JavierSegoviaCordoba/mokoki/runs/5340224331
It is passing on Linux.
> Task :koverMergedHtmlReport FAILED
Error: Exception in thread "main" java.lang.ArrayIndexOutOfBoundsException: Index 69 out of bounds for length 68
	at jetbrains.coverage.report.idea.IDEACoverageClassInfo.getStatementStats(IDEACoverageClassInfo.java:129)
	at jetbrains.coverage.report.impl.StatisticsCalculatorImpl.computeForClass(StatisticsCalculatorImpl.java:51)
	at jetbrains.coverage.report.impl.StatisticsCalculatorImpl.doCompute(StatisticsCalculatorImpl.java:40)
	at jetbrains.coverage.report.impl.StatisticsCalculatorImpl.compute(StatisticsCalculatorImpl.java:34)
	at jetbrains.coverage.report.impl.html.HTMLReportBuilderImpl.generateReport(HTMLReportBuilderImpl.java:80)
	at jetbrains.coverage.report.impl.html.HTMLReportBuilderImpl.generateReport(HTMLReportBuilderImpl.java:76)
	at com.intellij.rt.coverage.report.Reporter.createHTMLReport(Reporter.java:53)
	at com.intellij.rt.coverage.report.Main.main(Main.java:48)

I have the same issue on mac

Same here on a Mac too

Hi, sorry for the delay,
did you specify a custom version of the intellij engine?
@JavierSegoviaCordoba, could you provide your binary files of the report (files /build/kover/*.ic) from Windows for analysis?

Don't worry @shanshin, I am using the default one provided by Kover 0.5.0. I can't access them because they are on CI. I will try to get them in my local machine.

Thanks, it will be very helpful!

hi @shanshin any update on this thread getting same error on mac

I tried to reproduce in my local machine but there it is working. @TiwariPankaj can you share what @shanshin needs? If not I have to setup the CI to save those files and it will take me some weeks.

@JavierSegoviaCordoba  can you share any secure method to share binary?

If your project is open source you can share it here, if not I am not sure if you can be leaking private things.

@TiwariPankaj
hi, we could not reproduce the problem on our local machines, so binary reports from problematic builds would be very useful.
If you have an open source project or you can create a small reproducer, then you can publish binary reports for it - they contain information about all classes called inside the JVM, not just the classes of the project.

i faced the same issue. So far don't know the root cause

Same here. Both on local mackbook (12.3) and piepline (ubuntu).

I'm facing the same issue on Doist/ffs:
> Task :koverMergedHtmlReport FAILED
Exception in thread "main" java.lang.ArrayIndexOutOfBoundsException: Index 33 out of bounds for length 25
	at jetbrains.coverage.report.idea.IDEACoverageClassInfo.getStatementStats(IDEACoverageClassInfo.java:129)
	at jetbrains.coverage.report.impl.StatisticsCalculatorImpl.computeForClass(StatisticsCalculatorImpl.java:51)
	at jetbrains.coverage.report.impl.StatisticsCalculatorImpl.doCompute(StatisticsCalculatorImpl.java:40)
	at jetbrains.coverage.report.impl.StatisticsCalculatorImpl.compute(StatisticsCalculatorImpl.java:34)
	at jetbrains.coverage.report.impl.html.HTMLReportBuilderImpl.generateReport(HTMLReportBuilderImpl.java:80)
	at jetbrains.coverage.report.impl.html.HTMLReportBuilderImpl.generateReport(HTMLReportBuilderImpl.java:76)
	at com.intellij.rt.coverage.report.Reporter.createHTMLReport(Reporter.java:53)
	at com.intellij.rt.coverage.report.Main.main(Main.java:48)

Here are the binary files:
ffs.zip

Same issue on my Mac
[2022.04.30 14:22:30] (Coverage): Failed to process unloaded class: org.revcloud.vader.specs.specs.Spec4$Spec4Builder, error: Index 145 out of bounds for length 117
java.lang.ArrayIndexOutOfBoundsException: Index 145 out of bounds for length 117
	at org.jetbrains.coverage.org.objectweb.asm.ClassReader.readLabel(ClassReader.java:2644)
	at org.jetbrains.coverage.org.objectweb.asm.ClassReader.createLabel(ClassReader.java:2660)
	at org.jetbrains.coverage.org.objectweb.asm.ClassReader.createLabel(ClassReader.java:2671)
	at org.jetbrains.coverage.org.objectweb.asm.ClassReader.readTypeAnnotations(ClassReader.java:2738)
	at org.jetbrains.coverage.org.objectweb.asm.ClassReader.readCode(ClassReader.java:1902)
	at org.jetbrains.coverage.org.objectweb.asm.ClassReader.readMethod(ClassReader.java:1482)
	at org.jetbrains.coverage.org.objectweb.asm.ClassReader.accept(ClassReader.java:712)
	at org.jetbrains.coverage.org.objectweb.asm.ClassReader.accept(ClassReader.java:395)
	at com.intellij.rt.coverage.instrumentation.SaveHook.appendUnloadedClass(SaveHook.java:318)
	at com.intellij.rt.coverage.instrumentation.SaveHook$5.consume(SaveHook.java:299)
	at com.intellij.rt.coverage.util.classFinder.ClassPathEntry$DirectoryEntryProcessor.collectClasses(ClassPathEntry.java:110)
	at com.intellij.rt.coverage.util.classFinder.ClassPathEntry$DirectoryEntryProcessor.collectClasses(ClassPathEntry.java:122)
	at com.intellij.rt.coverage.util.classFinder.ClassPathEntry$DirectoryEntryProcessor.collectClasses(ClassPathEntry.java:122)
	at com.intellij.rt.coverage.util.classFinder.ClassPathEntry$DirectoryEntryProcessor.collectClasses(ClassPathEntry.java:122)
	at com.intellij.rt.coverage.util.classFinder.ClassPathEntry$DirectoryEntryProcessor.collectClasses(ClassPathEntry.java:122)
	at com.intellij.rt.coverage.util.classFinder.ClassPathEntry$DirectoryEntryProcessor.collectClasses(ClassPathEntry.java:122)
	at com.intellij.rt.coverage.util.classFinder.ClassPathEntry$DirectoryEntryProcessor.iterateMatchedClasses(ClassPathEntry.java:96)
	at com.intellij.rt.coverage.util.classFinder.ClassPathEntry.iterateMatchedClasses(ClassPathEntry.java:47)
	at com.intellij.rt.coverage.util.classFinder.ClassFinder.iterateMatchedClasses(ClassFinder.java:60)
	at com.intellij.rt.coverage.instrumentation.SaveHook.appendUnloadedFullAnalysis(SaveHook.java:292)
	at com.intellij.rt.coverage.report.data.ProjectReport.collectCoverageInformationFromOutputs(ProjectReport.java:70)
	at com.intellij.rt.coverage.report.data.ProjectReport.getProjectData(ProjectReport.java:48)
	at com.intellij.rt.coverage.report.Reporter.createXMLReport(Reporter.java:41)
	at com.intellij.rt.coverage.report.Main.main(Main.java:37)

Here is my project: https://github.com/overfullstack/vader-root

i faced the same issue. So far don't know the root cause unable to reproduce on macbook (os 12.0.1) problematic CI image: cimg/android:2022.01.1

i have been fixed my problem. the main reason for this problem is that i have multiple files with same package name (due to package rename but getting confused after many PR conflicts)

@goncalossilva I have successfully reproduced the issue with your project, thanks!
Could you please try running test with kover with the latest IJCoverage agent, the issue must be solved there (it works for me). Just add to the build.gradle:
kover {
    intellijEngineVersion.set("1.0.674")
}

Fixed in 0.6.0, feel free to reopen if the problem reproduced again.

authors: JavierSegoviaCordoba QiBaobin TiwariPankaj darylcrypto goncalossilva hadia overfullstack shanshin stephanepechard zuevmaxim

repo: Kotlin/kotlinx-kover


text:
Slack direct message

Allow to send private messages with slack (using @nickname).
By default it will write a '#' before the name, unless it start by # (message to channel) or a @ (private).

Looks great, thanks @patoroco :+1:

authors: KrauseFx patoroco

repo: KrauseFx/fastlane


text:
🛑 Kücklich is down

In 0f3c73e, Kücklich (https://kuecklich.com/) was down:

HTTP code: 0
Response time: 0 ms

Resolved: Kücklich is back up in 6c1895d after 18 minutes.

repo: KrisKodira/uptime-monitor


text:
🛑 Sebastian VmW is down

In 53bfd64, Sebastian VmW (https://verkaufenmitwerten.de) was down:

HTTP code: 0
Response time: 0 ms

Resolved: Sebastian VmW is back up in 95b0954 after 5 minutes.


text:
[Question] Is there a synchronous mode?

Handful of pub/sub libraries out there and this is the most active one (thank you! :) Is there a synchronous dispatch mode? postal.js worked synchronously but isn't actively maintained and didn't play nicely withjasmine-jquery. Currently using PubSub.js which offers publish.publishSync. I searched through msngr and didn't find anything obvious.

Sorry, just seeing this question now!
There is no way to do synchronous message handling in msngr by design. Since not all subscribers are equal and some may run long, if you have to process multiple of these per publish event you may cause considerable jank in your web app by not freeing up the JavaScript scheduler after each event.
I thought about adding a synchronous mode in the past but felt it complicated the code for no (or possibly negative) benefit. I'm not familiar with jasmine-query but I know jasmine itself can run asynchronously so I'm curious if there is a different solution to your problem.
Hope that helps!

Thank you @KrisSiegel! The only reason I ask is that I'm not sure how to handle expectations in testing if I need to wait for events. I'm a bit new to full-on JS apps and what I'm working on is a UserScript (https://github.com/rslifka/fate_of_all_fools), but my general pattern is this:
pubsub.publishSync(...);
// Event is handled by the module under test
// Module modifies the DOM in some way
expect($(...)).toContainElement(...);

...and so I'm not quite sure what to do in this case where I want to treat the handling as a black box and test the observable outcomes. Happy to dive in to some resources that discuss but I only really find information about what to do if you want to test something itself that is asynchronous (e.g. Promises).
I'll close this out for now; hopefully helpful to someone Googling :) Thanks again for your response and your efforts on msngr!

Hey, so it sounds like you need to handle things more asynchronously. For example when testing in mocha you can do something like:
it("My test", function (done) {
    $("#myelement").on("change", function (e) {
        expect(/* whatever */);
        done();
    });
    msngr("publish").emit();
});

Hope that helps

It does, thank you!

authors: KrisSiegel rslifka


text:
merge from template-arlac77-github

package.json

BREAKING CHANGE: add >=20.4.0 remove >=20.3.1 (engines.node)
fix(engines): add >=20.4.0 remove >=20.3.1 (engines.node)

Pull Request Test Coverage Report for Build 5573354986

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 99.206%

Totals

Change from base Build 5501109350:
0.0%

Covered Lines:
109

Relevant Lines:
109

💛  - Coveralls

repo: Kronos-Integration/service-health


text:
Fix map search tab plz

Sry for bad english, will try to explain :)
Searching works only with exact name, including letter uppercase. So for example if map named "OogaBooga" and if i write oogabooga or oogaBooga - it would find nothing
So it would be nice if letter uppercase would not affect search :)

Hey there,
By default the search in wow.export is not case-sensitive. It sounds like you have regular expressions enabled for searching. In general, this is considered an advanced feature and only to be used when intended. One of the side effects is that it's case-sensitive.
You should see a "Regex Enabled" indicator on the right-hand side of the search bar to indicate that this is enabled, and it can be disabled in the settings under the "Regular Expression Filtering (Advanced)" option.

ohhhh, manyhugethanks :) ♥♥♥

authors: Kruithne cblpop


text:
Scrolling

Is there anyway you can fix the scrolling? Right now in the lastest version scrolling does not support color and it doesnt behave like it does
What i mean by behave was like this>
Config>
Info Board:
'1':
Show Time: 1
world:
default:
Title: '&2[factionsfname]'
Rows:
- '&4[nuke]----[skull]----[nuke]'
- '&9&lFaction Power:'
- [factionsfpower]/&f[factionsfmaxpower]
- '&9&lPower:'
- [factionspower]/[factionsmaxpower]
- '[scroll]This is not a correct line to display'   < Scrolling section
- '&cStanding in> &e[factionsfinname]'
Display> Please look at the animation attached

P.S: GitHub doesnt allow me to put < > in here i replaced [ ] instead to all variable

Hmm.. that is quite interesting.. I shall fix in the next one or two days.


text:
Pin version of Sail used

We currently install from the https://github.com/maistra/istio-operator/tree/maistra-3.0 branch directly which results in any downstream changes potentially breaking our install (see #380). We should look to pin the version that we install alongside the image that we use.
That being said, it's worth considering that when installing from the community operators on OpenShift currently the only available build is the most recent nightly build. If we pin to a version and don't test frequently on OpenShift, changes could be made that would break our compatibility without our knowledge.

The release of the sail without a floating tag should be completed as part of OSSM-5547

Until we find a way forward with #401 I'll pin to the latest nightly that still had the kustomize manifests.

repo: Kuadrant/kuadrant-operator


text:
KCP: Org, Project and stack lifecycle management

What would you like to be added?
CRUDL + Execute on project and stack
CRUDL on Org
Why is this needed?
KCP bootstrapping

Part of #872

repo: KusionStack/kusion


text:
feat: invoke kusion modules by kusion plugins

What type of PR is this?
/kind feature

What this PR does / why we need it:
invoke kusion modules by kusion plugins
Which issue(s) this PR fixes:

Fixes #
Special notes for your reviewer:
Does this PR introduce a user-facing change?

Additional documentation e.g., design docs, usage docs, etc.:

Pull Request Test Coverage Report for Build 8152057768
Details

58 of 75 (77.33%)  changed or added relevant lines in 3 files are covered.
3 unchanged lines in 2 files lost coverage.
Overall coverage increased (+0.01%) to 73.284%

Changes Missing Coverage
Covered Lines
Changed/Added Lines
%

pkg/cmd/build/util.go
0
1
0.0%

pkg/modules/generators/app_configurations_generator.go
57
73
78.08%

Files with Coverage Reduction
New Missed Lines
%

pkg/engine/operation/watch.go
1
85.93%

pkg/modules/generators/app_configurations_generator.go
2
80.45%

Totals

Change from base Build 8151988394:
0.01%

Covered Lines:
6899

Relevant Lines:
9414

💛  - Coveralls

authors: SparkYuan coveralls


text:
Struggler xiv

Signup and signin works now

yay

authors: StrugglerXIV victorjmora

repo: Kviponder/DevSnippets


text:
Add functional testing for the frontend, Add it to the CI

Add functional testing, both in the project and in CI.
Functional tests refer to tests that are run against the running project and mimic end-to-end interaction, for example a user accessing a page
Add a specific job in the CI workflow to run those tests

The codefactor is complaining about trailing spaces in the workflow file. Those were added for extra readability
I've excluded the workflow file from being checked anyway so there are no actual issues present

repo: Kwandes/treecreate


text:
Custom Reactions Not Working

Not sure if I did something wrong, but I AM the owner and it lists the reaction as added, however Nadeko won't respond.
http://puu.sh/pAU1z.png
http://puu.sh/pAUqn.jpg

your Bot ID is probably wrong.

Weirdly enough, that worked, though the ID I replaced and the new ID were both identical! Thank you, and while this is still open, is there/will there be a way to have roles in which the color cycles? That'd be pretty cool, however difficult.
Thanks again!!

Not possible atm.

authors: CancerSenpai Kwoth

repo: Kwoth/NadekoBot


text:
Added section for using our program

Kindly suggest changes, if any.

Thanks so much @hellraiserinchief! Looks good. Closes #31

authors: Kyle-Pu hellraiserinchief

repo: Kyle-Pu/Mathematics


text:
Setup testing enviroment

Changed index.js to deploy server only when not in testing enviroment
Installed testing library ava (as dev. dependency)

Also installed got library (version 11.8.3 that works well with swagger auto-generated servers)
Also installed test-listen library

Installed testing coverage analysis library c8 (as dev. dependency)
Changed testing command

Use npm run test to both test server code and get coverage analysis

Created tests folder for all testing files

When creating testing files, use file names in the format <entity_name>_<test_creator>.test.js

Looks fine.
Should we add the coverage generated files to .gitignore so as to not pollute the repo? They can be generated locally.

okay, I tested that they are now ignored by git
let's merge and add some tests in another PR, in order to make the CI pass

authors: Kyparissis panoschal

repo: Kyparissis/cholver-backend


text:
AttributeError: module 'asyncio' has no attribute 'coroutine'

With update to HA to 2023.6, there was a breaking change introduced that may be related to python.   See the issue here in r-renato's repository.  I'm posting this here as this fork is more actively maintained.  Thanks!
https://github.com/r-renato/ha-climacell-weather/issues/73

unfortunately this repo doesn't seem to be any more active than the original

With update to HA to 2023.6, there was a breaking change introduced that may be related to python. See the issue here in r-renato's repository. I'm posting this here as this fork is more actively maintained. Thanks!
r-renato#73

Can you test the latest release? I dont really use this integration anymore.


text:
"Who else can edit" is not showing all the groups

on DEV, I filled in a template and saved it.
Under "Who else can edit", the LD4P group is missing from the list of choices
even though that group exists in Cognito on DEV:

I thought it might be because the ld4p group is the most recently created one and perhaps the group list didn't update, but I just added a new group Seventh group (no users in it) and it appeared immediately in the "Who can edit" dropdown, but LD4P still does not appear:

p.s. after i made this ticket, i added a bunch more groups to DEV in Cognito, so the list of possible edit groups will not look the same as in the above screenshots...however the ld4p group still refuses to show up

I also tried deleting and recreating the group in Cognito. Same problem.

In the previous codebase, ld4p was excluded from the list that appeared when saving a resource; that exclusion was retained in the current codebase.
Sounds like this can now be removed: https://github.com/LD4P/sinopia_editor/blob/main/src/components/editor/GroupChoiceModal.jsx#L25

authors: justinlittman michelleif


text:
Filtering student questions on Slack based on flag-emojis presence

Follow-up to #41 from @mariana-s-fernandes .
It would be awesome if we could somehow filter questions (besides ignoring while scrolling on Slack) based on the emojis.

As requested @Juliana-R :-)
If it's not in a GitHub issue (excluding comments on issues), it does not exist \m/_

We can explore this: https://reacji-channeler.builtbyslack.com/.

@minhhoang1023 can I add the Reacki-channeler app to Prep Course Slack?

@Juliana-R Sounds like a good experiment. Feel free to go ahead without checking with me first - for future improvements too. In the worst case scenario, we will remove it. In a more likely scenario, it'd be useful to students

authors: Juliana-R minhhoang1023 ramaroesilva


text:
[coupled_traj_planner-3] process has died

Hi,
Thanks for sharing the code. I install Ipopt 3.13 with ASL, HSL, and MUMPS and successfully compiles the code (except changing the header folder from coin-or to coin in /usr/local/include/, otherwise cppad would complain about missing some header files). Then I tried all the launch examples but all give me the same error. Could you help me with this issue? Thank you!

According to my experience, Ipopt is not correctly installed on your Ubuntu system. Please refer to https://github.com/udacity/CarND-MPC-Project/blob/master/install_Ipopt_CppAD.md for Ipopt installation.

Hi @LIJUNCHENG001 , after following the install process in the link and recompile the node, I can successfully run those launch files now. Thank you!
Then, if I want to use your awesome work on multiple robots with ros navigation stack (e.g. move_base with real-time planning capability), where should I start?

Hi @LIJUNCHENG001 , after following the install process in the link and recompile the node, I can successfully run those launch files now. Thank you! Then, if I want to use your awesome work on multiple robots with ros navigation stack (e.g. move_base with real-time planning capability), where should I start?

Hi, I am trying to compile the project with ros melodic and I met some errors like you.
Could you help me with this issue?