Add `--compare <bench-run-id-1> <bench-run-id-2>` option to `bench_download.py` script, that prints the difference of benchmark scores for two benchmark runs from GH as a table.
# Important Notes
I tried to add an option to compare two or more branches and visualize them in the graphs, but gave that up after some struggling.
Fixes#5898 by removing `Catch.panic` and speeding the `sieve.enso` benchmark from 1058 ms to 514 ms. Should there be no dedicated conversion, let's use one defined on `Any` type - e.g. defining a conversion `from(Any)` makes such a conversion is always available.
Delay creation of `EnsoFile` until it is needed.
# Important Notes
By putting breakpoint into `Atom` constructor I realized few `EnsoProjectNode` instances may be created when parsing the project. It makes no sense to also create `EnsoFile` for them - until it is needed.
- `Process.run` now returns a `Process_Result` allowing the easy capture of stdout and stderr.
- Joining a column with a column name does not warn if adding just the prefix.
- Stop the table viz from changing case and adding spaces to the headers.
- Adds JSON-RPC endpoints
- Adds typings, copied from corresponding Rust typings
# Important Notes
Has *not* been tested since it is not currently used. It will be used (and tested) in future PRs.
Fixes#5946
Adds a vector editor widget under the node. It reacts to code changes, but does not allow any editing: this will be continuously added in next tasks.
The position is often wrong due to limitations of the display object hierarchy. It should be changed anyway when [embedding into the node](#5923). But because it looks bad, it's shown only with `--featurePreview.vectorEditor` flag.
https://user-images.githubusercontent.com/3919101/227955735-f96fc23d-7e87-4042-8586-c1154523e871.mp4
Modification to various tests disabled when #5917 was integrated to pass with new parser. Fixes#5894.
# Important Notes
Some tests can be fixed just by changes on the `IR` side. Some (especially error simulating ones) would benefit from changes in the `Tree` structure or at least @kazcw evaluation.
Update shader tools to new version. Notably, this release contains spirv-cross with fixed issue https://github.com/KhronosGroup/SPIRV-Cross/issues/2129.
# Important Notes
Spirv-cross has no versioning that we could use to specify requirements for using system-wide installed versions. Instead, we have to download the prebuilt distribution by default, so we can rely on known good versions. The usage of binaries in PATH can still be enabled with a build flag, but it is discouraged due to severity of the bug and no easy way of detecting it. If the project is built with buggy shader tools version, the application will run, but it will be visually slightly broken in unexpected ways.
Simplified layout algorithm by removing `content_origin`, and instead treating `(0.0, 0.0)` as origin point in every layout object. This change allows overflowing containers that are within auto-layout. The parent element will no longer be moved within the grid cell when its children overflow it.
![image](https://user-images.githubusercontent.com/919491/228926310-b0117570-9f83-4687-8f8c-3fc778ff7d3c.png)
# Important Notes
When implementing this change, I have found that when object's size was modified without ever touching its position, that change was not being picked up in the "modified children" list, and `on_updated` was never triggered. Because some sprites now are bottom-left aligned, that is now a common case and was reproducible on the auto-layout example scene. I ended up fixing it by introducing another dirty flag for `computed_size` changes. Right now that flag is applied very broadly (on each layout update), but in the future we might make it more precise by actually checking if the size was changed in the process.
I believe that this might also be a fix for #5095, as I cannot reproduce it anymore with those changes.
This is the first part of the #5158 umbrella task. It closes#5158, follow-up tasks are listed as a comment in the issue.
- Updates all prototype methods dealing with `Value_Type` with a proper implementation.
- Adds a more precise mapping from in-memory storage to `Value_Type`.
- Adds a dialect-dependent mapping between `SQL_Type` and `Value_Type`.
- Removes obsolete methods and constants on `SQL_Type` that were not portable.
- Ensures that in the Database backend, operation results are computed based on what the Database is meaning to return (by asking the Database about expected types of each operation).
- But also ensures that the result types are sane.
- While SQLite does not officially support a BOOLEAN affinity, we add a set of type overrides to our operations to ensure that Boolean operations will return Boolean values and will not be changed to integers as SQLite would suggest.
- Some methods in SQLite fallback to a NUMERIC affinity unnecessarily, so stuff like `max(text, text)` will keep the `text` type instead of falling back to numeric as SQLite would suggest.
- Adds ability to use custom fetch / builder logic for various types, so that we can support vendor specific types (for example, Postgres dates).
# Important Notes
- There are some TODOs left in the code. I'm still aligning follow-up tasks - once done I will try to add references to relevant tasks in them.
close#6139close#6137
When the project is renamed, the engine cleans up affected modules and initiates modules re-indexing to fill the suggestions database with new records. This way it reduces the amount of information stored in the suggestions database and helps implement #6080 optimization.
Changelog:
- remove: rename features from the suggestions database
- update: rename command to initiate modules cleanup and project re-execution
- fix: #6137
- Added alignment configuration option for shape systems. That allows creating bottom-left aligned sprites, which will behave much more naturally inside auto-layouts.
- Added support for alignment in manual layouts. When alignment is set, the manual layout will position the child node at the respective border of its bounding box. The size of aligned node will not be affected. The difference from auto-layout alignment is that each node is aligned individually, and it is not affected by its siblings. This allows for constructing more complicated responsive layouts that don't necessarily follow the grid, without creating wrapper auto-layout elements for each child.
![layout-anim-and-alignment](https://user-images.githubusercontent.com/919491/227951742-7a7fd48a-7d07-4e19-b824-8c136e3fb381.gif)
`--compile` command would run the compilation pipeline but silently omit any encountered errors, thus skipping the serialization. This maybe was a good idea in the past but it was problematic now that we generate indexes on build time.
This resulted in rather obscure errors (#6092) for modules that were missing their caches.
The change should significantly improve developers' experience when working on stdlib.
# Important Notes
Making compilation more resilient to sudden cache misses is a separate item to be worked on.
Avoid displaying just `Execution finished with an error: java.lang.NullPointerException` without any additional detail.
# Important Notes
When there is an execution error outside of Enso code (identified by the fact that all stack frames belong to `java` language), let's print the whole stack rather than printing nothing. To simulate one can:
```diff
diff --git engine/runtime/src/main/scala/org/enso/compiler/Compiler.scala engine/runtime/src/main/scala/org/enso/compiler/Compiler.scala
index ff0636bc66..42e5eae32e 100644
--- engine/runtime/src/main/scala/org/enso/compiler/Compiler.scala
+++ engine/runtime/src/main/scala/org/enso/compiler/Compiler.scala
@@ -453,7 +453,8 @@ class Compiler(
pool
)
} else {
- CompletableFuture.completedFuture(ensureParsedAndAnalyzed(module))
+ // CompletableFuture.completedFuture(ensureParsedAndAnalyzed(module))
+ CompletableFuture.completedFuture(())
}
}
```
Fixes#6119#6117
The issue was caused by the usage of `slice::windows`, which panics if the input is `0`. After two modifications of the code that should never happen again. Technically any of the two would work fine without the other.
Implements #5919
Apart from some fixed glitches, no visual differences are present. This is mostly a refactor.
- Decoupled node edit mode code from existing port implementation, so ports can easily be replaced in the near future without affecting edit functionality.
- Connected ports and widgets are now always hidden in edit mode. Previously in some situations the colored shapes were incorrectly displayed at wrong positions during editing.
- When entering edit mode, the text cursor is placed at the correct location corresponding to clicked code, compensating for shift introduced by argument placeholders.
# Important Notes
There is a remaining known issue with incoming edges being placed at incorrect places during edit mode, sometimes even outside of the node. This issue is also present in develop. It doesn't make sense to resolve it now, as we are planning to rewrite the ports tree very soon. It will be fixed with that rewrite.
- Fixes prettier config to include `.tsx`
- `prettier -w .` has been run in `app/ide-desktop`
- `prettier -w .` has also been run in `pack/js`, however there were no changes.
# Important Notes
After this is merged, a PR SHOULD be created to add the following file to the root directory:
`.git-blame-ignore-revs`
```
# <name of the commit for this PR>
<hash of the commit for this PR>
```
This makes `git blame` ignore the commit, which is a good idea since this PR only does formatting changes.
The change adds support for generating suggestions and bindings when using the convenient task for building individual stdlib components. By default commands do not generate index since it adds build time. But `buildStdLibAllWithIndex` will.
Closes#5999.
It is sometimes impossible to figure out the real reason for invalid text edit request. Added a bit of context to failures to narrow down the cause of the failure.
# Important Notes
Should help with diagnosing issues like #6099.
The test was mistakenly removed during the merge with develop in #5770. The code is now restored from develop version without any modifications.
Thanks to @Frizi for heads up.
The primary delivery of this PR is a design of `SerdeCompilerTest` - a testing suite that allows us to write sample projects, parse them with and without caches and verify they still produce the same `IR`. This is a similar idea to #3723 which compared the old and new parser `IR`s.
With infrastructure like this we can start addressing #5567 without any (significant) fear of breaking something essential.
Treat `Boolean.False` and `Boolean.True` as the corresponding primitives. Now, `Boolean.False == False` returns true.
# Important Notes
`False` and `True` constructs, that are converted to `ConstructorNode` during Truffle codegen, are handled specially in `ConstructorNode`. The easiest fix was to implement a similar special handling in `QualifiedAccessorNode`, although not the cleanest one.
A better solution would be to provide transformation of `Boolean.True` IR to a true literal in `ApplicationSaturation` compiler pass. But `ApplicationSaturation` pass does not handle `True`. Moreover, for our case, it is unnecessarily complicated.
Instrumentation of calls involving warning values never really worked because:
1) newly created nodes didn't set the UUID of their children
2) the instrumentable wrappers always had an empty (i.e. null) UUID and
they never referred `get`/`setId` calls to their delegates
On the surface, everything worked fine. Except when one actually relied on the instrumentation of values with warnings for proper setup. Then no instrumentation (replacement of nodes) was performed due to empty UUID (as required by `hasTag` of `FunctionCallInstrumentationNode`).
Closes#6045. Discovered in #5893.