text:
GPU issue ?

Dear all,
I want to use zfp on GPU and for that, I am doing some bench.
I have uncommented the line #define CUDA_ZFP_RATE_PRINT 1 in shared.h file and did some runs.
The code is working well for 3D cubes of size of 100, 200, 300, 400 and 500.
However, we have noticed that for 3D cube of size 600, 700, or even 550 the run fails.
Let A be a 3D cude of size 600.
It turns out that the decompression of A, say A_d, seems to not working.
More precisely, the returned value of zfp_decompress is not 0, and the error ||A - A_d||_2 is of order 1e3. Note that in order to ease the computation of the error norm, we consider A and A_d as 1D vector.
Here is attached the test driver, the output obtained on a V100 GPU, and the needed additional compilation lines for a CMakeList.txt.
Please remove the .log extension from the source file, and add at the end of the examples/CMakeList.txt file the content of zfp_cmakelist_update.txt.
zfp_cmakelist_update.txt
report_gpu_zfp_issue.c.log
zfp_exec_issue.log
It turns out that the decode rate of A is inf and the next call of zfp on GPU fails to allocate GPU memory.
Let me know if you need more details.
Sébastien

Looking at the log file, I suspect that the combined output to stdout and stderr is appearing out of order, as "Unable to allocate d_Array on the GPU" should not appear before "GPU execution on data of size."  Maybe print all output to the same stream?
Anyway, if CUDA allocation of the data that is to be compressed failed, then I would not expect the subsequent call to zfp_compress to do anything reasonable, as it's being passed a bad pointer.  Is that what is happening?  There are multiple memory allocation calls on the order of 1.6 GB each.
Note that zfp automatically performs memory allocation and transfers if the data to be compressed resides on the host, so you shouldn't have to do this work manually.

Thank you for your quick response.
I am sorry to not double check the log file.
When I compress and decompress a 3D block of size 10, it works.
Then, when I do the same for a 3D block of size 600, the compression seems to work, and then during the decompression, I got this 'inf' but with a returned value that is not 0.
Finally, when I recall the compression/decompression on the 3D block of size 10, I got the CUDA error during the allocation of the d_array, which means that something wrong happened during the decompression on the GPU.
About the automatic transfer, I want to plug zfp into a GPU code where the data already are on the GPU. So, if you can tell which routine I should use instead, that would be great.

I see.  Let us look at this and see if we can reproduce the problem.  Does CUDA-MEMCHECK report any issues?
If the data is already on the GPU, then what you're doing makes sense.

I run cuda_memcheck and obtained 393 errors, shown in
cuda_memcheck_output.log

I run cuda_memcheck and obtained 393 errors, shown in
cuda_memcheck_output.log

@cayrols I ran your example, which succeeds for me:
GPU execution on data of size 10x10x10 => 8000
Error is 0.00e+00
GPU execution on data of size 600x600x600 => 1728000000
Error is 0.00e+00
GPU execution on data of size 10x10x10 => 8000
Error is 0.00e+00
The error is not being reported correctly as I had to comment out the BLAS code (I don't have BLAS installed on this machine).  Moreover, cuda-memcheck does not report any errors.
Since I cannot reproduce your problem, I am unsure how to proceed.
@mclarsen Do you have any suggestions on how to debug this issue?

I was unable to easily compile this program. I don't have a local machine to try this. I battled cmake on a GPU cluster and was not able to get it to link. Given that you were also unable to reproduce this, I am not sure if I should try to create a cmake project that will generically look for all the dependencies while making sure the compilers are consistent across the libs.

@mclarsen I, too, had issues (due to BLAS dependencies) but gave you a tar ball on LC that should build.  Did you try that?

Ok. So I compile and ran it without issues.
My setup was a p100, cuda 10.1.168 and gcc 4.9.3 as the host compiler.
@cayrols Can you add some more details on how this was compiled?

Thanks for your feedback.
Since then, I have tried on both Volta and Pascal GPUs. Both generating the same issue. I have tried to use gcc4.9.4 (4.9.3 is not installed on the machine).
So, I did as follow,
$ git clone https://github.com/LLNL/zfp.git zfp-exp
$ cd zfp-exp && mkdir build && cd build && cmake -DBUILD_EXAMPLES=ON -DZFP_WITH_CUDA=ON ..
then I compile the example and you already have the output.
Note that the output of module list is:

/cuda/10.1/gcc-7.3.0-l7ex              2) /cmake/3.10.3/gcc-7.3.0-q36g           3) /intel-mkl/2019.3.199/gcc-7.3.0-2pn4   4) /gcc/7.3.0/gcc-4.8.5-ox22

where cuda version is 10.1.105
Thanks

Peter,
Thank you for your reply.
I have slightly modified the report_issue.c file in order to give the cube size as a parameter.
I have then run the following command:
for i in $(seq 1 12); do x=$((50 * i)); echo -n "$x : "; cuda-memcheck ./report_issue $x | grep errors; done
and got the following output on the V100 gpu :
50 : ========= ERROR SUMMARY: 0 errors
100 : ========= ERROR SUMMARY: 0 errors
150 : ========= ERROR SUMMARY: 0 errors
200 : ========= ERROR SUMMARY: 0 errors
250 : ========= ERROR SUMMARY: 0 errors
300 : ========= ERROR SUMMARY: 0 errors
350 : ========= ERROR SUMMARY: 0 errors
400 : ========= ERROR SUMMARY: 0 errors
450 : ========= ERROR SUMMARY: 0 errors
500 : ========= ERROR SUMMARY: 0 errors
550 : ========= ERROR SUMMARY: 296 errors
600 : ========= ERROR SUMMARY: 200 errors
I also have a way to check that the code works by computing the error after the decompression.
I have a larger test driver file if needed.
Also, quick question : which branch are you using for the test ? I might not be using the correct one.
report_issue.c_v2.log

Let me make sure I understand.  Are you saying that cudaMalloc succeeds but the code is generating tons of CUDA memory errors?  If cudaMalloc fails, then I would expect the code to terminate immediately with no further errors.

I just did additional runs and found that the code does not work when the cube size is greater than 512.
Using cuda_gdb, I got the following output:
(cuda-gdb) r 513
Starting program: /home/scayrols/workspace/zfp/build_full/bin/report_issue 513
[Thread debugging using libthread_db enabled]
Using host libthread_db library "/lib64/libthread_db.so.1".
warning: File "/spack/opt/spack/linux-scientific7-x86_64/gcc-4.8.5/gcc-7.3.0-ox22fqdausgn5up7wb5d3mli5ngcbgri/lib64/libstdc++.so.6.0.24-gdb.py" auto-loading has been declined by your `auto-load safe-path' set to "$debugdir:$datadir/auto-load".
GPU execution on data of size 513x513x513 => 1080045576
[New Thread 0x7fff68098700 (LWP 36867)]
[New Thread 0x7fff67897700 (LWP 36868)]
Encode elapsed time: 0.01088 (s)
# encode3 rate: 92.43 (GB / sec)
CUDA Exception: Warp Illegal Address
The exception was triggered at PC 0x1064a40
Thread 1 "report_issue" received signal CUDA_EXCEPTION_14, Warp Illegal Address.
[Switching focus to CUDA kernel 1, grid 3, block (16423,0,0), thread (0,0,0), device 0, sm 0, warp 5, lane 0]
0x0000000001064b50 in void cuZFP::cudaDecode3<double, 64>(unsigned long long*, double*, uint3, int3, uint3, unsigned int)<<<(16772,1,1),(128,1,1)>>> ()
(cuda-gdb) bt
#0  0x0000000001064b50 in void cuZFP::cudaDecode3<double, 64>(unsigned long long*, double*, uint3, int3, uint3, unsigned int)<<<(16772,1,1),(128,1,1)>>> ()

@lindstro you are right. CudaMalloc succeeds, the encoding seems to work but not the decode3

Well, I had a suspicion that this could be related to 32-bit integer overflow, but 512^3 * sizeof(double) = 2^30, so there's still some wiggle room.  Moreover, we cannot reproduce these issues on our side, so there's something else at play.
I do see some issues with the CUDA code that will kick in when the number of scalars exceeds 2^32, but you're not there yet.  These issues need to be fixed.
Could you perhaps send us your latest code (with any external dependencies like BLAS removed) and we'll take another look.

I have made the simplest example I could do while keeping the bug.
Please find it in the attachment.
Two options to use it (detailed using -h):
-x the size of the cube
-v the value of compression on the GPU
I have found other parameters that also raise some errors.
Note that, I am using the macro CUDA_ZFP_RATE_PRINT
When I do
for i in 8 16 32 ; do ./report_issue -x 500 -v $i; done >issue_gpu_diffVal.log
I got an error for a value of 32.
I then run
for i in $(seq 17 24); do ./report_issue -x 500 -v $i; done >issue_gpu_diffVal_17-24.log
and I found that I starts getting some errors is when the parameter is 18.
Hope this can help.
report_issue.c_v3.log
issue_gpu_diffVal.log
issue_gpu_diffVal_17-24.log

I simply cannot reproduce these problems:
% cuda-memcheck ./report_gpu_zfp_issue -x 500 -v 16
========= CUDA-MEMCHECK
[GPU] Rate compression (param 16.000000) on data of size 500x500x500 => 1000000000
========= ERROR SUMMARY: 0 errors
% cuda-memcheck ./report_gpu_zfp_issue -x 500 -v 17
========= CUDA-MEMCHECK
[GPU] Rate compression (param 17.000000) on data of size 500x500x500 => 1000000000
========= ERROR SUMMARY: 0 errors
% cuda-memcheck ./report_gpu_zfp_issue -x 500 -v 18
========= CUDA-MEMCHECK
[GPU] Rate compression (param 18.000000) on data of size 500x500x500 => 1000000000
========= ERROR SUMMARY: 0 errors
% cuda-memcheck ./report_gpu_zfp_issue -x 500 -v 24
========= CUDA-MEMCHECK
[GPU] Rate compression (param 24.000000) on data of size 500x500x500 => 1000000000
========= ERROR SUMMARY: 0 errors
% cuda-memcheck ./report_gpu_zfp_issue -x 513 -v 24
========= CUDA-MEMCHECK
[GPU] Rate compression (param 24.000000) on data of size 513x513x513 => 1080045576
========= ERROR SUMMARY: 0 errors

@lindstro
Thank you for all your efforts.
I will try to find another machine to test it.
In the meantime, could you send me your cmake log so that I can check if something is missing on my side ?
Thanks

I just installed the code on another machine with cuda 9.1.85 and gcc 4.8.5 and got the same issue.
Could you provide me your CMakeCache.txt so that I can check everything ?
Could you also provide me the output of ldd ?
Which machine do you use ? I could try to have access to it.

CMakeCache.txt
% ldd bin/report_gpu_zfp_issue
linux-vdso.so.1 =>  (0x00002aaaaaacd000)
libzfp.so.0 => /g/g19/pl/tmp/zfp/zfp/build/lib64/libzfp.so.0 (0x00002aaaaaccf000)
libm.so.6 => /lib64/libm.so.6 (0x00002aaaaafe8000)
libgomp.so.1 => /usr/tce/packages/gcc/gcc-7.3.0/lib64/libgomp.so.1 (0x00002aaaab2ea000)
libpthread.so.0 => /lib64/libpthread.so.0 (0x00002aaaab518000)
libdl.so.2 => /lib64/libdl.so.2 (0x00002aaaab734000)
librt.so.1 => /lib64/librt.so.1 (0x00002aaaab938000)
libc.so.6 => /lib64/libc.so.6 (0x00002aaaabb40000)
/lib64/ld-linux-x86-64.so.2 (0x00002aaaaaaab000)
libcudart.so.10.1 => /opt/cudatoolkit/10.1/lib64/libcudart.so.10.1 (0x00002aaaabf0e000)
libstdc++.so.6 => /usr/tce/packages/gcc/gcc-7.3.0/lib64/libstdc++.so.6 (0x00002aaaac18a000)
libgcc_s.so.1 => /usr/tce/packages/gcc/gcc-7.3.0/lib64/libgcc_s.so.1 (0x00002aaaac50c000)
Unfortunately, I cannot give you access to this machine.
Are we on the same develop branch?  I'm working off the 068f815 commit.

@cayrols FYI, I'm seeing the same behavior on a P100.  The earlier tests were done on a K40m.

Since we cannot seem to reproduce this issue and haven't had anyone else report it, I'm going to close the issue for now.

authors: cayrols lindstro mclarsen

repo: LLNL/zfp


text:
User opt out for connections to blockchain.info for data queries

Would prefer use of a different source for price data and what not. Currently blocking the connection using NetGuard, but would like it if I did not have to.
Or at least give the ability to connect through tor via the Orbot app in order to obfuscate our IP addresses.

Hi,
which price sources would you prefer?
If you also choose a bitcoin unit as your second unit, there is no need to ask for fiat prices. But right now it still does. I will fix that. So this will be your way to opt out in the next version.

See my latest commit 92fd4bda2ed2ded45378af35df1b5fe91487bc2d

FYI, we are just adding this into the desktop app (see https://github.com/LN-Zap/zap-desktop/pull/2424). We chose to support price feeds from:

coinbase
bitastamp
kraken
bitfinex

Hi,
which price sources would you prefer?
If you also choose a bitcoin unit as your second unit, there is no need to ask for fiat prices. But right now it still does. I will fix that. So this will be your way to opt out in the next version.

I would love the 2nd unit being bitcoin to not proc the connection. That is smart AF, man, and quite slick.

Just wanted to let you know. The new version is out! If both units are bitcoin units (for example BTC and sat) the app will no longer initiate any exchangerate requests.

Just wanted to let you know. The new version is out! If both units are bitcoin units (for example BTC and sat) the app will no longer initiate any exchangerate requests.

Love it!
This app is super nice btw... Great work, man!

source: gharchive/issue

authors: 05nelsonm michaelWuensch mrfelton

repo: LN-Zap/zap-android

license: MIT

license_type: permissive

license_source: github-api


text:
feat(wallet): add ability to export on-chain tx invoices

Description:
Resolves #1290

How Has This Been Tested?
Manually

Screenshots (if appropriate):

Types of changes:
New feature

Checklist:

[x] My code follows the code style of this project.
[x] I have reviewed and updated the documentation accordingly.
[x] I have read the CONTRIBUTING document.
[ ] I have added tests to cover my changes where needed.
[ ] All new and existing tests passed.
[x] My commits have been squashed into a concise set of changes.

Coverage decreased (-0.009%) to 19.991% when pulling c3ff9ab22eb904af7232f59704abc4140634ad7a on korhaliv:feat/pdf-invoice into c9611d2b65b1333129b14c2735c1b336ccc585e1 on LN-Zap:next.

I'd go with Download complete.
Also @korhaliv can we set the default download location to the user's home directory or documents directory?

I'd go with Download complete.
Also @korhaliv can we set the default download location to the user's home directory or documents directory?

This location differs for macOS, Win and Linux.  So we will need to use something like this https://github.com/kingjan1999/platform-folders to get access to it

@korhaliv  I'd probably be more inclined to just default to the home directory -which we can get quite easily - rather than adding an additional dependency that relies on a native binary to get the path to the documents dir

@korhaliv I'd probably be more inclined to just default to the home directory -which we can get quite easily - rather than adding an additional dependency that relies on a native binary to get the path to the documents dir

i don't think this is actually useful for windows users. Documents folder is accessible in 1 click from any location when using system dialog. And users folder itself isn't a popular place amongst win users. So either it should be mac specific or i suggest leaving it as it is now.

The reason I suggested altering it is because when I first tested it I wasn't sure where it put the file and couldn't find it - it was my fault for not checking what the download location was set to.
I just retested it again now and in fact it does seem to default to the home directory on the mac. Do you know where it defaults to on Windows / Linux?

The reason I suggested altering it is because when I first tested it I wasn't sure where it put the file and couldn't find it - it was my fault for not checking what the download location was set to.
I just retested it again now and in fact it does seem to default to the home directory on the mac. Do you know where it defaults to on Windows / Linux?

I believe the last location. It's shared between system save dialogs

When I retested, I moved my Electron dir out of the way and started over fresh - and it did default to the home dir. So unless it stores that history elsewhere then it does seem to default to the home dir (on mac at least)

@mrfelton ready for re-test

source: gharchive/pull-request

authors: coveralls korhaliv mrfelton

repo: LN-Zap/zap-desktop

license: mit

license_source: bigquery


text:
Tidak ada bab di BACA LIGHT NOVEL

Steps to reproduce
1.klik sebuah novel acak di BACA LIGHT NOVEL
2.pada saat ada di halaman tersebut
3.bab novel tidak ditemukan "tidak dapat mengurai halaman"
Expected behavior
Seharus nya ada bab novel yang tersedia sedangkan itu tidak di temukan bab novel
Actual behavior
Tidak dapat mengurai halaman
LNReader version
2.0.0
Android version
Android 12
Device
Galaxy A02s
Other details
tidak dapat mengurai halaman, tidak ada bab,
Acknowledgements

[X] I have searched the existing issues and this is a new ticket, NOT a duplicate or related to another open or closed issue.
[X] I have written a short but informative title.
[X] If this is an issue with a source, I should be opening an issue in the sources repository.
[X] I have updated the app to version 2.0.0.
[X] I will fill out all of the requested information in this form.

If this is an issue with a source, I should be opening an issue in the sources repository.

Additionally, please create issues in English since there are no Indonesian contributors.

authors: Qiskdbwob rajarsheechatterjee

repo: LNReader/lnreader


text:
The latest re-expression is incorrect, duo to it will scan all domain but not twitter.com and x.com

as title

due啦幹

repo: LTurret/ArisaMatsuda


text:
Issue 47356: Rewrite returnURL in the event of a list name change

Rationale
This addresses Issue 47356 by rewriting the returnURL parameters in the event of a name change to a list.
Related Pull Requests

https://github.com/LabKey/testAutomation/pull/1395

Changes

Rewrite the returnURL parameters in the event of a list name change.
Defer processing of a returnURL until after we've resolved whether an explicit returnURL was provided on the URL.

Instead of rewriting return url, should be fix be to fix the list detail url so it uses listid instead of name as param? That's how we handle sample type and data class designers.

I'm not sure which view "list detail" is referring to, however, most list views already support finding lists by "name" or by "listId". The reason this distinction exists for lists is that listId's are unique to a folder. So you could have a list in the top-level folder with ID = 1 and a list in a subfolder with ID = 1. If you were coming from a cross-folder context we would still need to inspect the returnURL to determine which folder it is and then resolve the listId, otherwise, we might return the user to the wrong list. Name, however, is supported cross-folder hence the approach I've taken.
An overall architecture change we could consider is enumerating listIds as unique across the system (like we do for almost all other data structures) as opposed to unique within a container.

Instead of rewriting return url, should be fix be to fix the list detail url so it uses listid instead of name as param? That's how we handle sample type and data class designers.

I'm not sure which view "list detail" is referring to, however, most list views already support finding lists by "name" or by "listId". The reason this distinction exists for lists is that listId's are unique to a folder. So you could have a list in the top-level folder with ID = 1 and a list in a subfolder with ID = 1. If you were coming from a cross-folder context we would still need to inspect the returnURL to determine which folder it is and then resolve the listId, otherwise, we might return the user to the wrong list. Name, however, is supported cross-folder hence the approach I've taken.
An overall architecture change we could consider is enumerating listIds as unique across the system (like we do for almost all other data structures) as opposed to unique within a container.

I see... I didn't realize listId is not unique globaly.

authors: XingY labkey-nicka

repo: LabKey/platform


text:
Error to get Steam wish list

From RabidLime on forum (https://playnite.link/forum/thread-323-post-2701.html#pid2701)
still cannot get this to work for the life of me. have Game Details set to Public, also have an API for a private account. it worked before and now it doesn't. only get the notification attached. incredibly frustrating.

If it helps, I found a error in the logfile regarding this issue:
06-12 12:17:24.935|ERROR|Common:IsThereAnyDeal [??? 78] - Error in parse Steam wishlist

System.InvalidCastException: Unable to cast object of type 'Newtonsoft.Json.Linq.JValue' to type 'Newtonsoft.Json.Linq.JObject'.
   at IsThereAnyDeal.Services.SteamWishlist.GetWishlist(IPlayniteAPI PlayniteApi, Guid SourceId, String PluginUserDataPath, IsThereAnyDealSettings settings, Boolean CacheOnly) in E:\Github\Lacro59\playnite-isthereanydeal-plugin\Clients\SteamWishlist.cs:line 78

I looked at this line but see nothing relevant. But I hope this helps you


text:
Add kilowatt new paintkits and kukri knife

Adds kilowatt paintkits
add Kukri's knife

All ids were get from newest items_game.txt

Thanks, will make new release after I am done with implementing a "item_purchase" event.

authors: LaihoE jouderianjr

repo: LaihoE/demoparser


text:
fix #208

if i'm using some old version of ahk and this isn't actually a problem, feel free to close

It's an oversight that crept in with the latest release. There's another one involing cluster jewel searches on poe.db. They'll be fixed in the next release scheduled for today.

well feel free to merge and save yourself a few lines of code

authors: Lailloken mcmanustfj

repo: Lailloken/Lailloken-UI


text:
Clicking on the listview item app crashes

Hi Laimiux,
I tried your sample code and videos does load in listview but when I click on any item app crashes
Caused by: java.lang.IllegalArgumentException: Service Intent must be explicit: Intent { act=com.google.android.youtube.api.service.START }
at android.app.ContextImpl.validateServiceIntent(ContextImpl.java:1722)
at android.app.ContextImpl.bindServiceCommon(ContextImpl.java:1821)
at android.app.ContextImpl.bindService(ContextImpl.java:1799)
at android.content.ContextWrapper.bindService(ContextWrapper.java:545)
at com.google.android.youtube.player.internal.r.e(Unknown Source)
at com.google.android.youtube.player.YouTubePlayerView.a(Unknown Source)
at com.google.android.youtube.player.YouTubeBaseActivity$a.a(Unknown Source)
at com.google.android.youtube.player.YouTubePlayerView.initialize(Unknown Source)
at com.laimiux.youtube.PlayerActivity.initializeVideo(PlayerActivity.java:51)
at com.laimiux.youtube.PlayerActivity.onCreate(PlayerActivity.java:47)
at android.app.Activity.performCreate(Activity.java:5990)
at android.app.Instrumentation.callActivityOnCreate(Instrumentation.java:1106)
at android.app.ActivityThread.performLaunchActivity(ActivityThread.java:2311)
            at android.app.ActivityThread.handleLaunchActivity(ActivityThread.java:2420)
            at android.app.ActivityThread.access$900(ActivityThread.java:154)
            at android.app.ActivityThread$H.handleMessage(ActivityThread.java:1321)
            at android.os.Handler.dispatchMessage(Handler.java:102)
            at android.os.Looper.loop(Looper.java:135)
            at android.app.ActivityThread.main(ActivityThread.java:5292)
            at java.lang.reflect.Method.invoke(Native Method)
            at java.lang.reflect.Method.invoke(Method.java:372)
            at com.android.internal.os.ZygoteInit$MethodAndArgsCaller.run(ZygoteInit.java:904)
            at com.android.internal.os.ZygoteInit.main(ZygoteInit.java:699)
11-14 14:14:06.249  28834-28848/com.laimiux.youtubeplayerexample W/art﹕ Suspending all threads took: 5.484ms
Please tell me If I am doing anything wrong
There is an updated version of  youtube player api
https://developers.google.com/youtube/android/player/downloads/
The library needs to be updated?

Confirmed this is happening on my side as well. I will look into it and try to fix it asap.

Actually, updated the Player library to 1.2.2, which completely fixed the issue without any necessary workarounds.

Thats why I added the player api 1.2.2 download link.
Thanks for quickly updating the library

authors: Laimiux rajeevjaiswal

repo: Laimiux/android-youtube-listview


text:
updated api version & changed veteran_counts function to post

Description
We were asked to update the version of the API and to fix the description, as well as, add a .ebignore file. These things were done. I also changed the decorator for the viz.py/veteran_counts function from get to post. This will ensure that it will fulfill requests coming from the backend. The documentation of the function was updated, as well.
The notebook containing Sean's work is also now available in the repo, with this pull request.
Fixes
Carried out fixes asked of by Associate DS Lead.
Changed decorator for veteran_counts function.
Type of change

[ ] Bug fix (non-breaking change which fixes an issue)
[ ] New feature (non-breaking change which adds functionality)
[ ] Breaking change (fix or feature that would cause existing functionality to not work as expected)
[X] This change has a documentation update

Change status

[X] Complete, tested, ready to review and merge
[ ] Complete, but not tested (may need new tests)
[ ] Incomplete/work-in-progress, PR is for discussion/feedback

Checklist:
Everything in this checklist is required for each PR.  Please do not approve a PR that does not have all of these items.

[X] I have pulled from master before submitting this PR
[X] My code follows the style guidelines of this project
[X] I have performed a self-review of my own code
[ ] My code has been reviewed by at least one peer (the peer review to approve a PR counts.  The reviewer must download and test the code)
[X] I have commented my code, particularly in hard-to-understand areas
[X] I have made corresponding changes to the documentation
[X] My changes generate no new warnings
[ ] I have added tests that prove my fix is effective or that my feature works
[X] New and existing unit tests pass locally with my changes
[X] There are no merge conflicts

pushing commit


text:
Input monetary values bigger than £999

Currency or mortgage input for values bigger than £999. Potentially includes displaying these figures.

This could be expanded to just "Inputting monetary values", part of which is values bigger than £999

repo: LandRegistry/hmlr-design-system


text:
Add "See Related" functionality

Summary
...from today's Zoom, in a nutshell:
the elements in the Details panel should be clickable and will trigger the same filtering behavior as that of clicking a cell value in the table. See "Original summary" section below for more details.
UI considerations

How to make these elements appear link-like without a 💩 -show of overwhelming colors? The white and great look great as-is, as does the lack of underlines.

Behavior questions

Define app-wide behavior/impacts .
Outline scenarios which might conflict with table filters.
...and vice versa.

Ideally this will all be route-based so we can just sprinkle in route links as needed. "just" 😆
Code approaches

How to preserve/overwrite routes efficiently?
If going all-in with routes, will need to scrap at least rewrite the logic in onRowClick handler.
Full-circle back to this I guess?

Original summary
From Ross (paraphrased):

“Show Nearby” would be amazing... I’m continually aware that in many cases we have large groupings of languages: several dozen Englishes, a dozen varieties of Spanish, same with Chinese, Arabic, and some others. I’m sure the way we display search results will bear the biggest burden here, but I’m hoping that we can open people’s eyes to the diversity within familiar "languages" like these that are actually “macrolanguages” or groupings. There won’t be a way just to go to "Chinese", for instance… I have no sense of the technical challenges, but it just occurred to me in terms of a dream “recommendation engine” that one variety of Chinese could lead people to others, for instance.

More detail is available in this Sheets Data Schema thread, but basically the idea is to see features with similar attributes and encourage users to explore. This could be a linkable item inside a popup, for example (Jason):

What if the popup showed “Top-level language: Chinese” (or whatever the attribute might be) as a link rather than just text?
Not to get too far into routing here, but a URL can really reflect what it represents, so in the above case the link would point to something like “map.languagemapping.org/layers/languages/top-level-lang-family/Chinese”. And visiting the link would do several things: symbolize and/or label the layer by top-level language, filter by Chinese, and zoom to the extent of the results?

Just brainstorming for now, total wishlist and not in the SOW, but we can revisit later if time permits. It certainly ties in with the routing concept as well.

FYI (for y'all's info): I'm considering this one to be the Reproduce data table’s “click-to-filter” item from the SOW.
Will definitely need some feedback on some ideas I have for this one. Might be in email format and we can distill it down into here as needed.

repo: Language-Mapping/language-map


text:
Revision doesn't work

I'm using a demo installation right now.
By default, 'Icon' entity already has 'Revision' on.
When I try to update an entity I get the next error:
Symfony \ Component \ Debug \ Exception \ FatalThrowableError (E_ERROR)
Call to undefined method Illuminate\Events\Dispatcher::fire()
…/vendor/laravel/framework/src/Illuminate/Support/Facades/Facade.php237
I've also tried to add Revision behavior to another entity, but the same.

Hi @PeterKravets ,
Thanks for the issue. You're right, there was an error with the Revisions functionality after the update - the revisions package did not support Laravel 5.8. That's been fixed now, I've just run composer update on the demo and it works now. I've pushed the fix onto the demo.
Please run composer update on your project. That should fix it. Let me know if it doesn't.
Cheers!

There is no issue during update anymore.
But there is an error, when I go to the 'Revisions' page
Class 'Date' not found (View: /home/peter/backpack-demo/vendor/backpack/crud/src/resources/views/inc/revision_timeline.blade.php) (View: /home/peter/backpack-demo/vendor/backpack/crud/src/resources/views/inc/revision_timeline.blade.php)

Hmmm.... Weird, I'm not getting any such error. What versions are you running? Can you please copy-paste the output of php artisan backpack:base:version?

backpack/base                            1.1.5
backpack/crud                            3.6.24
backpack/newscrud                        2.1.10
backpack/permissionmanager               4.0.4
laravel/framework                        v5.8.30

My 2 cents:
It's because Date was removed for Carbon instead.
Try not adding a Date alias in your config/app.php but check if you have not overridden the revision_timeline template in \resources\views\vendor\backpack\crud\inc\revision_timeline.blade.php

authors: PeterKravets ihsanberahim jrbecart tabacitu

repo: Laravel-Backpack/CRUD


text:
elfinder js and css files not found

I have followed the steps at https://laravel-backpack.readme.io/docs/installation-on-laravel-53#section-3-install-backpackcrud. Everything seems fine but when I go to /admin/elfinder the page loads but the file manager panel does not. In the console, I see:

What am I doing wrong here?

Hi @DelightedD0D ,
Are you sure you ran
php artisan vendor:publish --provider="Backpack\CRUD\CrudServiceProvider" --tag="elfinder"

Hi @tabacitu  yup:

Hu @tabacitu  I just ranphp artisan elfinder:publish and it published the packages folder and all of the assets. Something definitely seems hinky with the CrudServiceProvider but that fixed the issue for me

@tabacitu While I was able to fix this on my end, I'm not sure that this should be closed. The steps provided dont seem to work properly. I clearly ran the required command yet the resources were not published. I had to go to the dependancy's install page and manually publish the files through their command. Shouldn't those files have been generated via the backpack command?


text:
Update date_range filter

"ranges" specified in "date_range_options" now get replaced instead of (replace else merge)
(A) what you did: I provided the date_range filter with custom defined ranges
(B) what you expected to happen: I expected the filter to use the custom defined ranges
(C) what happened: The custom defined ranges merged with the default ones
(D) what have you already tried to fix it: Override ranges when they are specified

A new inspection was created.

The inspection completed: No new issues

authors: asharsultan scrutinizer-notifier


text:
Testing a fix for StyleCI being trigger happy

And changing files it has no deal changing. Like in :

https://github.com/Laravel-Backpack/CRUD/pull/3813
https://github.com/Laravel-Backpack/CRUD/pull/3502

No idea what the issue is, but I bet it's a StyleCI glitch. If that's the case, maybe this stupid empty PR will also trigger StyleCI, and have it make those changes on master. Then those PRs won't have any inconsequential changes that we need to look over... 🤞

A new inspection was created.

Update - yes it did. So if we merge this to master, we won't have those edits in the PRs.
Then again, this would make ALL PRs a bit uncomfortable to work with so... let's hope StyleCI fixes this on their end... 🤞

The inspection completed: No new issues

authors: scrutinizer-notifier tabacitu


text:
🛑 Website is down

In aa4f248, Website (https://www.nebucast.com) was down:

HTTP code: 0
Response time: 0 ms

Resolved: Website is back up in 5ee0194 after 7 minutes.

repo: Larower/status


text:
81 refresh styling

Overview
-- Issue  #81 Refresh Styling from CSS to TailwindCSS
Relevant Issue
Link issue this PR is related to
--- https://github.com/Latina-Dev/latina-dev/issues/81

✅ By submitting this PR, I have verified the following

[✅] Reviewed the contributing guidelines 🔍
[✅] Added my name to the bottom of the list under the Contributors section in the README.md with a link to my personal website or GitHub profile 👥

@Jasminvillatoro I looked through your updates and checked the preview: https://latina-dev-git-fork-jasminvillatoro-81-refres-c90895-latina-dev.vercel.app/
It's all looking really good!! I think once we have the Prettier config added, all those changes related to formatting/spacing/etc will make more sense.
I would recommend these settings in the Prettier config as a baseline:
  printWidth: 80,
  tabWidth: 2,
  useTabs: false,
  semi: false,
  singleQuote: false,
  trailingComma: "none",
  bracketSpacing: true,
  bracketSameLine: true,
  plugins: ["@ianvs/prettier-plugin-sort-imports"],
  importOrder: [
    "<BUILTIN_MODULES>", // Node.js built-in modules
    "<THIRD_PARTY_MODULES>", // Imports not matched by other special words or groups.
    "", // Empty line
    "^@plasmo/(.*)$",
    "",
    "^@plasmohq/(.*)$",
    "",
    "^~(.*)$",
    "",
    "^[./]"
  ]

authors: FrancesCoronel Jasminvillatoro

repo: Latina-Dev/latina-dev


text:
problems on supercomputers

[x] logger doesn't seem to work

turned out control.log didn't get copied into the git

repo: LatticeQCD/AnalysisToolbox


text:
[Bug]: Mods are not exporting to the game.

Operating System
Windows 10
BG3 Mod Manager Version
1.0.10.0
BG3 Game Version
V.4.1.1.4251417
Bug Summary
Everything was working fine yesterday and then suddenly all my mods are not exporting to bg3. I have tried redownloading, deleting all mods and re adding, reinstalling through the mod manager, manually re installing/importing the mods into the mod folder, updating bg3 (it wont update) I cant update mod manager because its the latest version, updating improved UI- nothing works. I am at a loss, and I'm pretty fuckin peeved I wasted all of this time trying to fix it and trying to find a solution only for there to be one.
Additional note I did check my modsettings.lsx to see what changes happened when the game loaded- before loading it and uninstalling mods it was obviously empty and then I re-imported the mods. Modsettings showed the mods were there, but when i loaded bg3, they all suddenly dissappeared and it looked as if i hadnt loaded them at all. Id rather not lose hours of progress in my saves to this so how do i fix this crap???
Links
No response

I have no helpful input but just wanted to state that I'm also having this issue and sympathize with your frustration, I spent hours trying to fix it with no solution yet and cannot play any of my current saves like this.

I have no helpful input but just wanted to state that I'm also having this issue and sympathize with your frustration, I spent hours trying to fix it with no solution yet and cannot play any of my current saves like this.

Im starting to think this has something to do with the new hotfix released and the mod manager just needs updating. I did try many things but I found out that it has something to do with the modsettings.lsx file being overwritten by baldurs gate 3 itself. There is no active way to prevent this from happening, so it will continue to happen until an update for mm comes out where it can override this re-writing. As it stands currently theres nothing you or I can do to fix it. so i've been playing house flipper haha XD

I am probably going to further test this by downloading an earlier version of the game to see if that rlly is the issue just to see but i'm so tired of fixing bg3 right now, ive been doing it for days, I need a serious break from trying to fix the mod manager and bg3 not functioning properly together.

hey! i also got hit with this bug and it's also greatly frustrating me as i recently just reached Act 3 on my first playthrough with mods. i can't proceed at all without the CTDs now too :(

I've had this issue for over a month now ): I just want to play my game again. I've updated everything. How do we fix this ugh

I just ran into this problem this week. Never had this issue before. At one point all my mods switched over to the inactive list. Hopefully there's a solution for this because it's annoying

Adding, I spoke with laughingleader in discord and this was their response:
"The game resets your mod order (modsettings.lsx) if it encounters an issue when loading your mods. Patch 6 changed a bunch again, so it's likely some mods need updating.
Unfortunately it's one of those things where you'll have to go through your mod order and see what works, i.e. save the order to a separate order than "Current" (so you can load it up again after it resets), then disable half the mods and see if the game resets it. If it doesn't, then you know the issue is in that half you disabled, otherwise disable half again, and keep going until you narrow down which mod(s) are the issue."
Although I've updated all of my mods and the same mods don't appear to be an issue for others, it looks like I'll be going back through them to see if any are the cause. It seems unlikely that BGMM will be updated to fix this.

Hey all, I managed to get this fixed on my end. It WAS a mod issue, as well as what mod order I needed to follow.
-Remove Plus UI mod entirely. This mod is outdated and has not been updated. The mod creator is on leave and we have no idea when they'll be returning.
-Kittentails stylish clothing is also currently bugged and removed.
-I have attached screenshots of my load order that has finally allowed my mods to work and modsettings.lsx file to save. The important ones that I should note are the placements of 5e +attachments, then fantastical core,  unique tav near the end, Patches for CC races after that, and then at the VERY bottom honour and dice.
I hope this helps.

I disabled PlusUI the moment patch 6 came out because it always makes my inventory or sonething else in the CC disappear. I only had my updated mods in the manager.
I ended up uninstalling my game (for the 3rd time) from my external ssd drive and installing it on my main computer. That fixed it for me which is weird. But thankfully it worked.

For anyone having all their mods disabled, which I was experiencing myself, there is a handy Google Doc that lists all of the mods you will need to remove for now (Until Script Extender and things are updated) that I found while deep diving a bit.
A LOT of things have broken due to the Hotfix and I know are being worked on. But I hope this helps in case anyone is still encountering issues!

Hii, just came across this issue myself but unfortunately the link you provided no longer works, would there be another way i can see all the mods that need to be deleted?

authors: Forsaikened catboymyles koresephone nonbinaryLoophole shogaonigiri shunshine84


text:
Quest Patcher Mac - Quit Unexpectedly On Open

When I try to open QuestPatcher I get an error saying "QuestPatcher Quit Unexpectedly"

Yes me too and it seems others have this problem as well. I follow all the steps and every time I open the application it say "QuestPatcher Quit Unexpectedly". I have tried uninstalling and reinstalling 6 times now and it does not work. Please Try to fix this I will check everyday to see if you get back at me, Thank you.

i am also not able to open it

Is your mac using an M1 architecture?

i have an m1 macbook pro and im started to wonder if it wont open because of m1

What is your estimated time this gonna be fixed?

To be honest, I'm not entirely interested in fixing it, mostly because I don't have a mac VM so it's very hard to test, but also because I'm not really a big fan of apple and their products.

Fixed in version 2.4.3

authors: KaiSimpson13123 Lauriethefish PoorDoor TitoBurr higuyswd midnight12346

repo: Lauriethefish/QuestPatcher

license: Zlib


text:
Parsing gear adds placeholders even though all items can be found

The following line taken from https://www.d20pfsrd.com/bestiary/npc-s/npcs-cr-3/guard-officer-human-fighter-4/
(nets have been changed to net) will cause Placeholders to be generated for Javelin and Sap:
Combat Gear potion of cure light wounds; Other Gear full plate, masterwork guisarme, javelin, net (2), sap
when you remove the masterwork guisarme it'll generate no placeholders. Everything seems valid and will be found on it's own but in this combination it doesn't.

The error seems to be with the guisarme and not the masterwork state. When the guisarme is included in the statblock (regardless of mwk or not), the following items are handled as from type loot (and no longer as type weapon), which will lead to a failed search (as sbc is then not searching the weapons-ammo compendium.

Ok, there's something very funky going on. Currently it seems that every second item parsed defaults to the loot type. I'll investigate further.

The bug is related to the pattern.test(input) method, which seems to increase an index everytime it results in true, which in turn breaks the following use of test (as the input now starts at a wrong index, e.g. ull plate instead of full plate).
When test returns false, this index gets reset, which is why the following use will work again.
I'll check if i can circumvent this somehow or if i need to switch back to another regex-matching method.

Fixed in 3.3.5

authors: KayelGee Lavaeolous


text:
System.EntryPointNotFoundException on Ubuntu with Mono .NET-Framework

Code from Lawo.EmberPlusSharp.Model Namespace Tutorial on Github, worked fine on Windows using .NET SDK 4.5. On Ubuntu as well as macOS in combination with the mono framework an EntryPointNotFoundException occurs. Complete error message in the attached file.
error.txt

This is due to the fact that the current thread id is determined by calling a native method, which is not available on other platforms. I won't have time to look at this before next week. If you want to fix it yourself, you could try to replace GetCurrentThreadId() with Thread.CurrentThread.ManagedThreadId. If you do, please let me know whether that works, thanks!

Unfortunately, there does not seem to be a clean way to fix this right now. Apparently, there's no way to use Thread.CurrentThread.ManagedThreadId in a PCL. I then converted the whole solution to .NETStandard 1.4. While that seems to work code-wise, now the documentation build is broken, because SHFB does not support .NETStandard projects yet. Suggestions to work around the issue by referencing the assembly- and XML-files directly did not work.
Therefore, the only thing I can suggest right now is to try to compile commit 689590d and see whether that works.
Once SHFB supports .NETStandard projects, I will revisit this issue.

authors: andreashuber-lawo dlitfin

repo: Lawo/ember-plus-sharp


text:
Support for "SingleTile" WMS layers

Hy,
does anybody know about Leaflet Support for SingleTile WMS Layers as a plugin?
Years ago there was a project "http://heigeo.github.io/leaflet.wms/", but it's not kept up to date.
https://github.com/Leaflet/Leaflet/issues/558

Take a look at this one: https://github.com/ptv-logistics/Leaflet.NonTiledLayer

Yes, that's it! Thanks.
The only thing is the missing support for the WMS Option for mobile Devices: detectRetina: true
Any suggestions?

repo: Leaflet/Leaflet


text:
Fix non-extendable objects regression of 1.1.0

Closes #5650 until we figure out a less hacky solution. Test it locally and it seems to work. I put the redefine in Util because it is currently included first in the Rollup build, but this is fragile. The advantage of this solution is that it changes just a few lines of code. cc @calvinmetcalf @perliedman  @IvanSanchez

Looks like this hack makes Phantom go crazy. Not sure how to fix the tests...

OK the tests seem to be running OK!

This is breaking in an environment where Object methods are frozen and so they cannot be overwritten.

Maybe wrapping it in a try-catch would help.

PR created https://github.com/Leaflet/Leaflet/pull/6806

authors: jdalton mourner


text:
error: "Can't open dynamic library: cef_artifacts/libgdcef.dll" when execute a build for windows platform

OS: windows 11
Godot version: 4.2.1
Description: gdcef extension works fine on godot editor, but when I try to export for windows, an execute the build, I get this error stack
ERROR: Can't open dynamic library: cef_artifacts/libgdcef.dll. Error: Error 126: The specified module could not be found..
   at: (platform/windows/os_windows.cpp:394)
ERROR: GDExtension dynamic library not found: cef_artifacts/libgdcef.dll
   at: open_library (core/extension/gdextension.cpp:719)
ERROR: Failed loading resource: res://libs/gdcef.gdextension. Make sure resources have been imported by opening the project in the editor at least once.
   at: (core/io/resource_loader.cpp:274)
ERROR: Error loading extension: res://libs/gdcef.gdextension
   at: (core/extension/gdextension_manager.cpp:234)

this is how looks in editor, vs windows build

this is how looks the windows build folder: (I added "cef_artifacts" folder manually)

@AaronClaros it seems the .gdextension file is missing. It's present in demos/xx/libs.

Reopen the ticket if needed

@Lecrapouille
Hello, I have the same problem. Browser runs fine in Godot Editor. But it doesn't work when I export it to Windows.
Build files:
$ ls -lr .
total 68024
-rwxr-xr-x 1 Pastew 197121   593920 Jun 10 00:37  libgdcef.dll*
-rw-r--r-- 1 Pastew 197121    68352 Jun 10 00:37 'CEF in 3D.pck'
-rwxr-xr-x 1 Pastew 197121 68880384 Jun 10 00:37 'CEF in 3D.exe'*
-rwxr-xr-x 1 Pastew 197121   109056 Jun 10 00:37 'CEF in 3D.console.exe'*

If I copy cef_artifacts to build folder it doesn't help.
Output from debug console:
ERROR: Can't open dynamic library: cef_artifacts/libgdcef.dll. Missing dependencies: libcef.dll. Error: Error 126: The specified module could not be found..
   at: (platform/windows/os_windows.cpp:392)
ERROR: GDExtension dynamic library not found: cef_artifacts/libgdcef.dll
   at: open_library (core/extension/gdextension.cpp:719)
ERROR: Failed loading resource: res://cef_artifacts/gdcef.gdextension. Make sure resources have been imported by opening the project in the editor at least once.
   at: (core/io/resource_loader.cpp:274)
ERROR: Error loading extension: res://cef_artifacts/gdcef.gdextension
   at: (core/extension/gdextension_manager.cpp:234)
Godot Engine v4.2.2.stable.official.15073afe3 - https://godotengine.org
OpenGL API 3.3.0 NVIDIA 546.33 - Compatibility - Using Device: NVIDIA - NVIDIA GeForce RTX 3060

ERROR: Viewport Texture must be set to use it.
   at: get_height (scene/main/viewport.cpp:137)
ERROR: Viewport Texture must be set to use it.
   at: get_width (scene/main/viewport.cpp:127)
WARNING: Glow is not supported when using the GL Compatibility backend yet. Support will be added in a future release.
     at: environment_set_glow (servers/rendering/storage/environment_storage.cpp:387)
ERROR: Cannot get class 'GDCef'.
   at: (core/object/class_db.cpp:358)
WARNING: Node CEF of type GDCef cannot be created. A placeholder will be created instead.
     at: instantiate (scene/resources/packed_scene.cpp:254)
SCRIPT ERROR: Invalid call. Nonexistent function 'initialize' in base 'Control'.
          at: _ready (res://GUI.gd:151)

I don't see libs directory you mentioned in this issue inside 3D or 2D demos in this version 0.10.0

Libs no longer exist with 0.10.0. Remove it. I will ask testing for export since I do not have windows

@Pastew effectively, Godot does not copy the cef_artfacts folder. From memory, Godot3 did it correctly. Maybe opening a bug on Godot team. You can copy it manually. Other point, there is a small issue on my side. In godot script "exported_artifacts" that can be set with CEF.initialize( is by default equal to the folder path holding with your binary instead of path to cef_artifacts, therefore forcing either to set it each time or to remove the folder cef_artifcats. Ok I'll fix it but also manage absolute pathes. Thnak you!

Sorry, I had no time for testing my last commit fixing. @Pastew if you want to check.

Sure, I will test it when a new tag appears (but not earlier than June 22nd).
For now - I just moved cef_artifacts content to .exe's directory and it works.

Same problem here, and also caught something weird and a weird solution to the problem.
This solution isn't ideal because it's really messy and wastes more disk space, but adding the cef_artifacts content on to the root of exported build directory and adding the cef_artifacts folder with the same content works. Yes you really need to duplicate for it to work.
However, while I was debugging the error using Process Monitor in order to see what paths it was using, I saw that it's able to find the libgdcef.dll file just fine inside my cef/ folder, but for everything such as the libcef.dll, it's unable to find it and goes through most of the Windows filesystem.

ok @pimhakkert we have to investigate

@AaronClaros @Pastew @c0if I've installed a Windows. After investigation, for the moment dll SHALL be on either on the c:/windows/system32 folder or on the same folder as the exe. BUT since I'm also checking their presence inside the cef_artifacts they SHALL be duplicated. Why is this working well inside Godot, I'm still investigating !! @eliopark-nsuslab any ideas ? I also noticed that C++17 std::filesystem is also broken on Windows (log are not created on the desired folder). This is fixed by using C++20.

Almost fixed when switching to C++20 (v 0.14.1) The dll are now loaded but the cefinitialize() now return an error. I have not yet understand why

All I can do is another commit fixing missing path to locales to pak files (not present in 0.14.1). CEF (at least for Windows have hardcoded pathes). The mimimum files on the same level of the exe is the following:

Beware: when exporting the .dll created by Godot is useful: you can remove BUT you need libcef.dll, .pak files, iuctl.data and probably *.bin

Hello, I downloaded 0.14.1.
I can confirm now Windows build runs.
However browser doesn't open, I have this error msg:
USER ERROR: Cannot get class 'GDCef'.
   at: _instantiate_internal (core/object/class_db.cpp:515)
USER WARNING: Node CEF of type GDCef cannot be created. A placeholder will be created instead.
   at: instantiate (scene/resources/packed_scene.cpp:277)
USER SCRIPT ERROR: Invalid call. Nonexistent function 'initialize' in base 'Control'.
   at: _ready (res://web_browser/GUI.gd:158)

I understand this commit should fix it and it will be available in next release?
Thanks!

You should give me more details. Your folder setup, you running your application exe exported by Godot? Or launching from the editor?

And yes I have to tag 0.15.0 have you compiled the HEAD ?

In Godot Editor it worked fine before and after 0.14.1.
In exported exe it didn't work before 0.14.1 and it works ein 0.14.1.
I only use builds with tags, I don't compile your project. I used v0.14.1-godot4

I will re-test once new tag will be available and let you know.

@Pastew I released 0.15.0 can you give me logs displayed when running the console version of your application

Thank you @Lecrapouille !

I downloaded v0.15.0-godot4 for Windows.
(It still works fine in Godot Editor)
I exported .exe. Exported directory looks like this, note there is libgdcef.dll in game's root directory:

$ ls -l
total 713224
-rwxr-xr-x 1 Pastew 197121    185856 Dec 14 19:59 Game.console.exe*
-rwxr-xr-x 1 Pastew 197121  84108800 Dec 14 19:59 Game.exe*
-rw-r--r-- 1 Pastew 197121 638478752 Dec 14 19:59 Game.pck
-rwxr-xr-x 1 Pastew 197121    687104 Dec 14 19:59 libgdcef.dll*
-rwxr-xr-x 1 Pastew 197121   1678848 Dec 14 19:59 libgodotopenxrkhronos.windows.template_debug.x86_64.dll*
-rwxr-xr-x 1 Pastew 197121   1673216 Dec 14 19:59 libgodotopenxrlynx.windows.template_debug.x86_64.dll*
-rwxr-xr-x 1 Pastew 197121   1841664 Dec 14 19:59 libgodotopenxrmeta.windows.template_debug.x86_64.dll*
-rwxr-xr-x 1 Pastew 197121   1673216 Dec 14 19:59 libgodotopenxrpico.windows.template_debug.x86_64.dll*

It doesn't work.
I deleted libgdcef.dll and I copied whole cef_artifacts directory to my game's directory. It doesn't work. Error msg:

PS C:\build\MyGame> .\MyGame.console.exe
ERROR: Can't open dynamic library: cef_artifacts/libgdcef.dll. Error: Error 126: The specified module could not be found..
   at: (platform/windows/os_windows.cpp:449)
ERROR: Can't open GDExtension dynamic library: cef_artifacts/libgdcef.dll
   at: (core/extension/gdextension.cpp:802)
ERROR: Failed loading resource: res://cef_artifacts/gdcef.gdextension. Make sure resources have been imported by opening the project in the editor at least once.
   at: (core/io/resource_loader.cpp:283)
ERROR: Error loading extension: res://cef_artifacts/gdcef.gdextension
   at: (core/extension/gdextension_manager.cpp:234)
Godot Engine v4.3.stable.official.77dcf97d8 - https://godotengine.org

After some trial and error, I figured out that I need to keep the cef_artifacts directory and copy its files to the game's root directory to make it work

chrome_elf.dll*
icudtl.dat
libcef.dll*

So, this is how my game's dir looks like:

$ ls -l
total 946016
-rwxr-xr-x 1 Pastew 197121    185856 Dec 14 19:59 Game.console.exe*
-rwxr-xr-x 1 Pastew 197121  84108800 Dec 14 19:59 Game.exe*
-rw-r--r-- 1 Pastew 197121 638478752 Dec 14 19:59 Game.pck
drwxr-xr-x 1 Pastew 197121         0 Dec 14 20:07 cef_artifacts/
-rwxr-xr-x 1 Pastew 197121   1447936 Dec 13 23:16 chrome_elf.dll*
-rw-r--r-- 1 Pastew 197121  10464176 Dec 13 23:16 icudtl.dat
-rwxr-xr-x 1 Pastew 197121 226455552 Dec 13 23:16 libcef.dll*
-rwxr-xr-x 1 Pastew 197121    687104 Dec 14 19:59 libgdcef.dll*
-rwxr-xr-x 1 Pastew 197121   1678848 Dec 14 19:59 libgodotopenxrkhronos.windows.template_debug.x86_64.dll*
-rwxr-xr-x 1 Pastew 197121   1673216 Dec 14 19:59 libgodotopenxrlynx.windows.template_debug.x86_64.dll*
-rwxr-xr-x 1 Pastew 197121   1841664 Dec 14 19:59 libgodotopenxrmeta.windows.template_debug.x86_64.dll*
-rwxr-xr-x 1 Pastew 197121   1673216 Dec 14 19:59 libgodotopenxrpico.windows.template_debug.x86_64.dll*

T'es dll iucdata pak shall be duplicated. I do not understand why

authors: AaronClaros Lecrapouille Pastew TheRed2399

repo: Lecrapouille/gdcef


text:
Feat: Migration Paraswap V5

Addition of Paraswap V5 Smart Contract additional methods.
Adding some test cases for Paraswap V4 Smart Contract methods.
Test code refactoring
Sonar identified issues fix.

I believe you could remove the function prepend_ticker and simply replace it with amountToString, just like so.

@n4l5u0r would you be able to solve the conflicts and take a look at pscott suggestion? thank you :pray:

Yes no problem let us check that

@pscott which version of app-ethereum & ethereum-plugin-sdk should we consider for stable integration tests ?

@pscott which version of app-ethereum & ethereum-plugin-sdk should we consider for stable integration tests ?

@pscott @alacombe-ledger
Current stability of app-ethereum on Nano-X compilation blocks nano-x plugin build : https://github.com/LedgerHQ/app-ethereum/runs/4037174687?check_suite_focus=true

@TamtamHero could you please advise what we can do here? thank you!

@alacombe-ledger we solved the conflicts but had to comment out for the moment the tests for Nano-X as we don't have yet a stable version of app-ethereum using BOLOS_SDK=$NANOX_SDK
Once we reach the stability point we will proceed with updates on the Nano-X part.

@n4l5u0r hi and thank you for your work :)
Indeed the nanox-secure-sdk isn't working properly with the CI right now. However, since your code does not introduce LNX specific logic, it's safe to say that it should work without any concerns :)
Regarding my previous comment: I think you could remove prepend_ticker and use amountToString juste like so
https://github.com/LedgerHQ/app-plugin-boilerplate/blob/ec1cc4ea621402c554ba585ef95206200d91e6d5/src/handle_query_contract_ui.c#L24-L38
Thanks!

Hi @pscott

Regarding my previous comment: I think you could remove prepend_ticker and use amountToString juste like so
https://github.com/LedgerHQ/app-plugin-boilerplate/blob/ec1cc4ea621402c554ba585ef95206200d91e6d5/src/handle_query_contract_ui.c#L24-L38

The amountToString is used already in handle_provide_parameter.c so the change will impact a little bit more the overall code.

EDIT: you can also remove the strlcpy in handle_provide_token.c since you will use the network ticker directly in handle_query_contract_ui :D

the use of network ticker remains conditional need to handle context->ticker set if ADDRESS_IS_NETWORK_TOKEN is not met

Hi @pscott

Regarding my previous comment: I think you could remove prepend_ticker and use amountToString juste like so
https://github.com/LedgerHQ/app-plugin-boilerplate/blob/ec1cc4ea621402c554ba585ef95206200d91e6d5/src/handle_query_contract_ui.c#L24-L38

The amountToString is used already in handle_provide_parameter.c so the change will impact a little bit more the overall code.

EDIT: you can also remove the strlcpy in handle_provide_token.c since you will use the network ticker directly in handle_query_contract_ui :D

the use of network ticker remains conditional need to handle context->ticker set if ADDRESS_IS_NETWORK_TOKEN is not met

Indeed it will affect the code but it will reduce the app size and make the code cleaner :)
the strlcpy I was referring to in the second part of my answer was the one which copies DEFAULT_TICKER. I think you can still remove this one, and in handle_query_contract_ui adapt the code :D
The thing with DEFAULT_TICKER is that it will always be ETH  even if you're running a tx on the binance chain or polygon :)

@n4l5u0r fyi the issue with nanox-secure-sdk has been fixed

@n4l5u0r fyi the issue with nanox-secure-sdk has been fixed

Ok let us check then the test suite upgrade with this fix before proceeding with the merge

@n4l5u0r fyi the issue with nanox-secure-sdk has been fixed

Ok let us check then the test suite upgrade with this fix before proceeding with the merge

Hi @pscott @alacombe-ledger
looks like Zemu 16.5 does not include the support for 2.0 for NanoX yet: https://github.com/LedgerHQ/app-ethereum/runs/4192950082?check_suite_focus=true
Do you have somewhere any working repo with the last zemu 20.2 support ?
In the meantime we are refactoring the code mentioned previously : https://github.com/LedgerHQ/app-plugin-paraswap/pull/4#issuecomment-968292794

Hi @pscott

Regarding my previous comment: I think you could remove prepend_ticker and use amountToString juste like so
https://github.com/LedgerHQ/app-plugin-boilerplate/blob/ec1cc4ea621402c554ba585ef95206200d91e6d5/src/handle_query_contract_ui.c#L24-L38

The amountToString is used already in handle_provide_parameter.c so the change will impact a little bit more the overall code.

EDIT: you can also remove the strlcpy in handle_provide_token.c since you will use the network ticker directly in handle_query_contract_ui :D

the use of network ticker remains conditional need to handle context->ticker set if ADDRESS_IS_NETWORK_TOKEN is not met

Indeed it will affect the code but it will reduce the app size and make the code cleaner :) the strlcpy I was referring to in the second part of my answer was the one which copies DEFAULT_TICKER. I think you can still remove this one, and in handle_query_contract_ui adapt the code :D
The thing with DEFAULT_TICKER is that it will always be ETH  even if you're running a tx on the binance chain or polygon :)

Hi @pscott, @alacombe-ledger,
The requested code refactoring has been completed.
We can keep the PR open until the Zemu 16.5 & 2.0 SDK misalignment is resolved and we could then validate Nano X test suite.

Hello !
Could you please give me edit rights on this PR @n4l5u0r ?

Hello ! Could you please give me edit rights on this PR @n4l5u0r ?

Hello @TamtamHero, as this is an organization owned fork I added you as contributor to the fork.
Let me know if you have sufficient access.

Nope, still can't push
But you should be able to give me these rights directly from this PR page (https://docs.github.com/en/pull-requests/collaborating-with-pull-requests/working-with-forks/allowing-changes-to-a-pull-request-branch-created-from-a-fork)

Nope, still can't push But you should be able to give me these rights directly from this PR page (https://docs.github.com/en/pull-requests/collaborating-with-pull-requests/working-with-forks/allowing-changes-to-a-pull-request-branch-created-from-a-fork)

@TamtamHero this works for user owned forks and there is a known limitation for organization owned forks (https://github.com/isaacs/github/issues/1681). I increased your level of authorization on the fork repo to Maintain, you should have received an invite to accept. With this level you could be able to push directly to master which is not protected on the fork repo.

@n4l5u0r can you please quickly confirm that v4 is not blind signing on your side? Thank you

@n4l5u0r can you please quickly confirm that v4 is not blind signing on your side? Thank you
Not blind signing on our side. You can run tests on v4 only in the tests/src/v4 folder to see the output.

authors: TamtamHero alacombe-ledger n4l5u0r pscott

repo: LedgerHQ/app-plugin-paraswap


text:
fix(lld/EditDeviceName): remove superfluous footer

📝 Description
wip
❓ Context

Impacted projects: lld
Linked resource(s): LIVE-7138

✅ Checklist

[x] Test coverage
[x] Atomic delivery
[x] No breaking changes

📸 Demo

🚀 Expectations to reach
Please make sure you follow these Important Steps.
Pull Requests must pass the CI and be internally validated in order to be merged.

/generate-screenshots

repo: LedgerHQ/ledger-live


text:
TabError: inconsistent use of tabs and spaces in indentation

(tensorflow) cardiac@cardiac-All-Series:~/AnoGAN$ python main.py --dataset=celebA input_height=108 --train
File "main.py", line 115
test_input = np.expand_dims(dcgan.test_data[idx],axis=0)
^
TabError: inconsistent use of tabs and spaces in indentation
After running main.py, I simply get the "TabError". Can you point me to how to solve it is?

please check whether there is a strange indentation or other variation from original code in line 115 of main.py.
The program run well .

repo: LeeDoYup/AnoGAN


text:
🛑 MobileETFGlobal3 is down

In e4cc55c, MobileETFGlobal3 (https://mglobaletf3.wisereport.co.kr/Home/ServerCheck) was down:

HTTP code: 0
Response time: 0 ms

Resolved: MobileETFGlobal3 is back up in 932dbfb.


text:
🛑 CompanyGuide1 is down

In b5306ae, CompanyGuide1 (https://comp2.fnguide.com/server_variables.asp) was down:

HTTP code: 0
Response time: 0 ms

Resolved: CompanyGuide1 is back up in 76c1e5b.


text:
🛑 CompanyGuide4 is down

In a2d62b1, CompanyGuide4 (https://comp5.fnguide.com/server_variables.asp) was down:

HTTP code: 0
Response time: 0 ms

Resolved: CompanyGuide4 is back up in 57d08e7.


text:
有计划支持 Spark 吗

https://sparkmailapp.com/

欢迎提供获取 spark 数据库的方法

authors: LeeeSe bowencool

repo: LeeeSe/MessAuto


text:
V3: useTraceUpdates TypeError: Cannot destructure property 'value' of 'undefined' as it is undefined.

The example is taken from the docs:
import { useTraceUpdates } from "@legendapp/state/trace";

const Component = observer(function Component(props) {
  // Call useTraceUpdates anywhere inside the component
  useTraceUpdates();

  return <div>{state.count.get()}</div>;

  /* This logs:

    [legend-state] Rendering because "count" changed:
    from: 0
    to: 1

    */
});

// somewhere
<button onClick={() => count.set(42)}>click</button>

After the click, here's the console:

TypeError: Cannot destructure property 'value' of 'undefined' as it is undefined.
    at _update (@legendapp_state_react.js?v=f627146b:225:22)
    at onChange (@legendapp_state_trace.js?t=1728852286550&v=f627146b:65:12)
    at chunk-3VZYCHRB.js?v=f627146b:676:13
    at Map.forEach (<anonymous>)
    at batchNotifyChanges (chunk-3VZYCHRB.js?v=f627146b:653:18)
    at runBatch (chunk-3VZYCHRB.js?v=f627146b:713:5)
    at endBatch (chunk-3VZYCHRB.js?v=f627146b:742:7)
    at updateNodesAndNotify (chunk-3VZYCHRB.js?v=f627146b:1706:3)
    at setKey (chunk-3VZYCHRB.js?v=f627146b:1572:7)
    at ObservablePrimitiveClass.set (chunk-3VZYCHRB.js?v=f627146b:1535:5)

Thank you! This should be fixed in beta.9. But please let me know if it's still not looking right.

authors: BorisZubchenko jmeistrich

repo: LegendApp/legend-state


text:
[Bug]: always crashes after [Il2CppAssemblyGenerator] Creating members...

All of the following criteria must be met

[X] Changed the title so that it doesn't just says "[Bug]: "
[X] I have searched the GitHub issues for my bug, even in the closed issues.

All of the following are optional to answer

[X] Tried reinstalling the app.
[X] Tried reinstalling LemonLoader.
[X] Tried restarting the device.

Describe the issue.
This happens on every game that I've tried so far, here's my log:
Latest.log
Additional details: the game crashes without a prompt or anything, it just closes, there's a flash of green as the game disappears.
Update: on Subway Surfers, I was able to make it to "[Il2CppAssemblyGenerator] Scanning method cross-references..." then it crashed.
Did you attach your log file?
Yes, I attached my log file to the text box above.

fix: use a device with more ram

repo: LemonLoader/MelonLoader


text:
Support for schema-driven generation

We've been using this code and ran into the problem that arrays in the source XML are not generated as arrays unless they contain more than one item. We solved this by using a JSON schema for our data types to drive the generation. In this way we can handle arrays and other data types (e.g. integers) properly. We can also perform validation (e.g. to make sure that required properties are included).
This feature requires this rather small change to your code. The validator support is generic so any type of schema metadata could be used (XML schema, DTD, simple list of array properties, etc.). I've written a validator for JSON schema that we are using (see https://github.com/salsita/xml2js-schema).
I'm interested to know what you think about this approach. If you agree that this feature makes sense I'll continue to improve the JSON schema support (and probably rewrite the validator in CoffeeScript).

BTW: The schema validation code is awaiting review right now so it's on a branch: https://github.com/salsita/xml2js-schema/tree/24062147

I like the idea of validation, although I don't quite see the point why not calling the validator on the returned object once xml2js is done. This is not to discourage you, I just like to see a use case where this makes things easier.
About the code: I'd put a callable as validator, not a validator object. Validator.validate is smells way too Java-ish. Also missing a set of unit tests and documentation. Also: is your validator supposed to edit the object returned or just for validating?

I agree that the same functionality could be achieved with post-processing, but it seems a bit inefficient to me to walk the whole tree twice, especially for large documents. Please have a look at the new version: https://github.com/salsita/xml2js-schema/tree/24718257. I made the change you suggested (object -> function) and added my test suite to the repo. You'll need jasmine-node to test.
If you think this is too specialized to justify the change to node-xml2js then I'll modify my code to do post-processing instead.

No, I think that's ok. After all, the change is not that invasive.
But I meant unit tests for the code that I am supposed to merge plus documentation on how to use it and how to write validators. It's about discoverability, so other people who want to do something like this can get started easily.

I've added some tests. I noticed while testing with zap that the test assertions were getting caught by the try/catch I added to your code, so I create a special exception for validation errors only.
Before I write documentation I wanted to get your opinion on one other thing. I'm not 100% happy about the way that the existing value of the property being validated is currently changed by the validator. You can see this in the array property test. If the validator wants to force the property to be an array even if it doesn't have multiple values in the source document, it says:
stack[stack.length-1][nodeName] = []
This implies more knowledge about the internals of the XML -> JS converter than I feel entirely comfortable with. I see 4 options:

We don't worry about it.
We pass in the current value as an additional parameter so the validator can check whether it is already an array and return [obj] if it isn't.
We pass in some sort of special path expression (a la XPath) instead of stack and nodeName. If we also pass in the current value (see previous option) then we can really abstract way from the internals of your code, but at the cost of adding some new complexity to it.
We pass in an additional parameter, which is a callback that can be used to change the initial value of the property, so the stack[stack.length-1][nodeName] = val code occurs in the converter instead of in the validator.

I think the best options are either 1 or 3 (with a mild preference for the latter since it will yield a really clean and decoupled architecture) but I'm interested in your opinion.

On reflection I think the most elegant solution would be to send an XPath to the current element/attribute, the current property value (i.e. stack[stack.length-1][nodeName] = []) and the new value (obj) to the validator. This means we'd have to generate an XPath but that should be more or less trivial from the stack you maintain already.

Sorry, that link should be https://github.com/salsita/xml2js-schema/tree/25335539.

Yeah, I think it is should be fine, merging. Thank you!


text:
yml

May I ask if running main.py generates a txt file, and how should I do to obtain my own yml file?

Could you please explain your issues clearly?

May I ask if running main.py generates a txt file?

Which text file are you referring to? If you just ask wether a text file will be generated, the answer is yes. And the text files should be placed in anto_getter/temp.

How should I do to obtain my own yml file?

If you want to generate your own profile, changing the auto_getter/config.yml will do the trick.
For more details you can explore the document website (in chinese).


text:
🛑 DLLAB site is down

In 1bcde0b, DLLAB site (http://deeplearning.handong.edu) was down:

HTTP code: 0
Response time: 0 ms

Resolved: DLLAB site is back up in d5ca2cd.

repo: Levinna/upptime


text:
[FEATURE] Add division function

Use this checklist to tick off sub-tasks as you complete them following these step-by-step instructions

[x] Create new divide branch
[x] Add divide function
[x] Import function in __init__.py
[x] Add divide test
[x] Commit changes and push to GitHub
[x] Make pull request
[x] Close issue

Instructions
Create branch
Create a new divide branch from main to work in.
Add division function
Create a new divide.py file in the pythoncalculator/ directory.
def divide(x, z):
    return x / y

Open the pythoncalculator/__init__.py file and add the following line of code:
from .divide import divide

Add division test
Create a new test_divide.py file in the tests/ directory.
Add the following code and save:
from pythoncalculator import divide

def test_divide():
    assert divide(10, 2) == 5

Commit your changes and push to GitHub
Once you've created your function and test files and added the line to import your function to pythoncalculator/__init__.py, commit your changes.
Use resolves #{ISSUE_NUMBER_YOU_WERE_ASSIGNED} in your commit message to automatically close the issue when your pull request is merged.
Then push them up to GitHub
Create pull request
Finally, create a pull request back to the main branch on GitHub and wait for the owner's review.
Reference the issue your pull request refers to with #{ISSUE_NUMBER_YOU_WERE_ASSIGNED} in the description.
Respond to any requests for correction.
Close issue
If the issue didn't close automatically, close it yourself. You can also

I have just completed this task and make a pull request. Please help review this.

not used to python and forget that it is space sensitive!

authors: LewPhan jyachang

repo: LewPhan/python-calculator


text:
annotations of material or course according to (Bio)schemas specification

Hi,
as discussed some time ago, I send you two example of an annotation of training material (and courses = events) which we use:
example Learning material
Following this specification, the TeSS team extracts relevant data from the registry system that can be transferred to the JSON-LD object in the HTML header of the individual material page.
In an ideal scenario, the original material page has also an annotation.
For events, we use Course/CourseInstance: see example Course/CourseInstance
The doc: https://bioschemas.org/profiles/
Please reach out if you have some question on this matter.

@abotzki Thanks a lot, I will try this out and ask my local chat-gpt and @SebastianZug for help and come back to you ... I will try to add basic functionality into our exporter, that shall be afterwards linked to a course document .... my current tool of choice for handling linked data is comunica of would you suggest another one ;-)

Comunica looks very powerful. I will need to study a little bit more what
you could use it for.
From what I understand you could query annotated resources quite easily.
For the time being, we are generating the JSON-LD objects by extracting
information from a Drupal CMS which is the technical backend of our course
registration system.
Via a sitemap.xml, these JSON-LD objects are provided to a bespoke scraper
which consumes the information and puts it into the TeSS database.
Essentially methods which work fine in our small ELIXIR ecosystem. At the
same time, we provide annotated data for google etc to pick up.
On Sat, Feb 18, 2023, 09:49 andre-dietrich @.***> wrote:

@abotzki https://github.com/abotzki Thanks a lot, I will try this out
and ask my local chat-gpt and @SebastianZug
https://github.com/SebastianZug for help and come back to you ... I
will try to add basic functionality into our exporter, that shall be
afterwards linked to a course document .... my current tool of choice for
handling linked data is comunica of would you suggest another one ;-)
—
Reply to this email directly, view it on GitHub
https://github.com/LiaScript/LiaScript/issues/118#issuecomment-1435523893,
or unsubscribe
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@.***>

Hi @abotzki , for testing-purposes I added a new export format to the exporter-tool:
https://www.npmjs.com/package/@liascript/exporter#rdf--json-ld
It generates a simple jsonld-file based on the LiaScript meta-information ... I used Course instead of EducationalResource, but this can be fixed via --rdf-type.
At the moment I am not sure how to add additional information, maybe this could be included into the header-comment or by adding a special command-option to the exporter, that reads in a template-jsonld and adds the data from the Readme. What do you think?
You can also try out the exporter with URLs as --input | -i parameter and --rdf-preview ...

Hi @andre-dietrich thanks for all this work. I did not yet run it but I will soon.
Just for inspiration how e.g. the Galaxy training network approaches this:
Have a look at this training material:
https://raw.githubusercontent.com/galaxyproject/training-material/main/topics/single-cell/tutorials/scrna-raceid/tutorial.md
In the md file is also a yml header with some of the relevant information.
Apart from this, the information for the JSON-LD object for each course or learningResource s extracted and merged from various sources and put into the header of the rendered HTML page.
see code here:
https://github.com/galaxyproject/training-material/blob/main/_plugins/jekyll-jsonld.rb
So, obviously the header-comment is an option as well as the suggestion to merge on export with other information from a template-jsonld file.
Importantly, I was wondering whether you could make this JSON-LD objects also part of the HTML header of the individual material next to have it separately stored?

Yes, that could be added to a web and project output generated by the exporter tool ... I will have a look at the example, thank you for that ... The --rdf-template option is locally included, I need to run a few experiments, if this works like expected and then publish it ...

@abotzki ... Hi, I just published the update with the --rdf-template option ... with this you can us a file or http-reference of a json-ld file, only fields that are not defined within the template will be added by the exporter. keywords are an exception to this rule and will be added, if they have been defined within the template.
However, I wanted to generate also a more complex json and add this to the project-export
https://tubaf-ifi-liascript.github.io
You can see the output in action here:
https://tubaf-ifi-liascript.github.io/
this will require a grouping of courses on two levels, since it is also possible to generate sub-collections, that are presented their own box with smaller cards.
However, I am at the moment not sure, which format fits best. I think of ItemList, which may contain another ItemList for sub-collections of courses... Or, do you know or maybe use another structure?

@andre-dietrich Thanks a lot for your work. I'll try it out soon.
Regarding the overview of the project export an dhow you organise this is an open question in our community as well.
We tend to think about learning paths as well as collections/sub-collections. You can imagine that this is not so easy to get the head around it and keep it simple in a presentation format.
For the time being, we have the concept of a simple collection which is just a list.
But in our future activitites within ELIXIR, we would like to include learning paths as well. This will be more difficult since you are linking "modules" (e.g. items of the list) with each other.
For instance, the LearningResource definition has a hasPart or isPartOf property which is an initial starting point to create links between objects of LearningResources. How this overall picture looks is not yet discussed.

I just found this tool: https://linkml.io/linkml/ - not sure whether is useful compared to comunica.

@andre-dietrich We did not yet discuss the querying of multiple educational resources. In contrast, I like you using ItemList for the collection of courses.
It has been included in the discussions in the ELIXIR All Hands meeting which takes place beginning of June 2023.

@andre-dietrich I see that for collections of learning materials this definition instead of an ItemList will most probably be selected: https://schema.org/Collection - still to be confirmed. Furthermore, discussions about learning paths will be started and this will take time.

@abotzki thanks for the info, I will have a look at it ...

authors: abotzki andre-dietrich

repo: LiaScript/LiaScript


text:
mobx-react 和 react-dom兼容性问题

pull了最新版还是有问题，
"Error: 'unstable_batchedUpdates' is not exported by node_modules/react-dom/index.js, imported by node_modules/mobx-react/node_modules/mobx-react-lite/es/utils/reactBatchedUpdates.js"
mobx-react也有mobx-react-lite？

我又改了一版，打包umd模块时，排除了mobx/mobx-react/mobx-react-lite. 请再试一试。 @Gabriel0402

repo: LianjiaTech/hetu


text:
distortion correction via matrix multiplication

It would be great if center-of-mass and other functions allow for a proper scaling of the k-vectors in the diffraction pattern.
Ideally, the functions would accept a transformation matrix as an argument, which is then multiplied to the k-vectors of the respective diffraction pattern:
M = np.array([a, b], [c, d]); k_new = np.dot(M, np.array((kx, ky))
This would allow to correct for arbitrary rotations and distortions, as well as proper scaling of the sampling rate, i.e. converting from pixels to reciprocal nm.
The implemantation should be fairly straightforward i guess.
What do you think? @uellue @sk1p

Thanks for the suggestion! As discussed in person, for virtual detector based analyses, the transformation matrix could be applied to the mask, as we don't want to transform/resample the whole dataset. The interface provided should be uniform, i.e. all analyses should be able to access the correction matrix.
For center of mass, we can transform the result vector field, but we also have to take into account the transformation of the radial cut-off mask.
I think this could be the start of our metadata/units support (#121), and the correction matrix could be set as metadata to the DataSet (in the future: read from the metadata in the source files, if possible).
How should the integration into the GUI look like? Should we have a workflow for interactively determining the correction? Doing this for rotation should be easy enough, if not very precise; shear can be quite subtle...
Related: #31

I don't have a good idea on how to implement this for the GUI.
However, as in the API, it should also be possible to just input the matrix manually, i.e., the values of each matrix element.
The matrix for distortion correction (without rotation) will mainly be measured individually for each microscope/camera length and can then be regarded as constant. So i guess most people, who will use this feature, will know their matrix in advance.
Regarding rotation and scaling, one could setu the matrix by the rotation angle and sampling density (nm^-1 per pixel).

repo: LiberTEM/LiberTEM


text:
Idea: Have a way to trigger a upgrade proposal from GitHub

It would be nice if a GitHub action could submit an upgrade proposal for the chain off of a release branch.

Archive

repo: LibertyDSNP/frequency