sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: godot
Issue: PVS-Studio report
Labels: discussion,needs testing

### Tested versions

https://github.com/godotengine/godot/releases/tag/4.2.2-stable 

### System information

.

### Issue description

I found some bugs in the code using the PVS-Studio analyzer and wrote a short [article](https://pvs-studio.com/en/blog/posts/cpp/1150/) about it. 

### Steps to reproduce

.

### Minimal reproduction project (MRP)

.
Repository: godot
Issue: Passing zero-length array when Rpc-Calling a method that accepts one byte array results in `Rpc Method not found.`
Labels: needs testing,topic:multiplayer

### Tested versions

Reproducible in:
- 4.2.1 stable
- 4.3.0 dev6
- 4.3.0 rc2

### System information

Godot v4.3.rc2.mono - Windows 10.0.17763 - Vulkan (Forward+) - dedicated NVIDIA GeForce RTX 4060 Ti (NVIDIA; 31.0.15.5222) - AMD Ryzen 9 5900X 12-Core Processor (24 Threads)

### Issue description

As the title mentioned, assume we have a method that matches the following signature:
```csharp
[Rpc] private void TestRpc(byte[] byteArray)
```

```gdscript
@rpc
func test_rpc(byte_array: PackedByteArray)
```

If we attempt to call this method with a zero-length byte array
```csharp
Rpc("TestRpc", new byte[0])
```

```gdscript
rpc("test_rpc", PackedByteArray())
```

Godot will report
- For `C#`
```
E 0:00:03:0553   _process_rpc: RPC - 'Control(MainCS.cs)::TestRpc': Method not found
  <C++ Source>   modules/multiplayer/scene_rpc_interface.cpp:290 @ _process_rpc()
```

- For `GDScript`
```
E 0:00:03:0934   _process_rpc: RPC - 'Control(main.gd)::test_rpc': Method expected 1 arguments, but called with 0
  <C++ Source>   modules/multiplayer/scene_rpc_interface.cpp:290 @ _process_rpc()
```

~~This issue is only in the `C#` scripts, not in the corresponding `GDScript` implementation.~~
Thanks @AThousandShips for pointing out my mistake in the `GDScript` implementation

### Steps to reproduce

1. Download and open the MRP with `Godot 4.3.0 rc2 with .Net module`.
2. From the `Debug/Customize Run Instances`, enable `Multiple Instances` and set the instance number to 2, then close the `Run Instances` window.
3. Build and Run the project.
4. In one of the opening windows, press `As Host`.
5. In the other window, press `As Client`.
6. Inspect the error in the `Debugger` panel.



### Minimal reproduction project (MRP)

~~A `GDScript` replica has been included in this MRP to demonstrate this issue only affects C#.~~

~~[MrpPbArrayError.zip](https://github.com/user-attachments/files/16522787/MrpPbArrayError.zip)~~

This updated version includes both `GDScript` and `C#` implementations.

[MrpPbArrayErrorNew.zip](https://github.com/user-attachments/files/16529239/MrpPbArrayErrorNew.zip)
Repository: vscode
Issue: vscode-oss build can't change icon or message
Labels: bug,workbench-os-integration

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- VS Code Version: 1.91.1
- OS Version: windows 10

Steps to Reproduce:

1. Before I installed the device, everything was built normally
2. After reinstalling Win10
The construction can also be successful, but the `code oss` icon has not been modified
![image](https://github.com/user-attachments/assets/0612cd2a-60a6-4be6-9292-70284ee0e497)

3. After debugging, I found that it may be the `rcedit` (0.3) in the `@vscode/gulp electron`
In the latest version, this package can modify icons normally

4. But it seems like no one has raised this question for such a long time. Is it because I'm missing some dependencies that haven't been installed? After all, version 0.3 is a very old version
New installations of Windows 10 may not come with these dependencies?
Repository: ui
Issue: [bug]: 30days and 7days chart-area-interactive is not displayed.
Labels: bug

### Describe the bug

30days and 7days chart-area-interactive is not displayed.

### Affected component/components

chart-area-interactive

### How to reproduce

1. Go to [charts](https://ui.shadcn.com/charts) page.
2. Switch Area Chart-Interactive period.

### Codesandbox/StackBlitz link

_No response_

### Logs

_No response_

### System Info

```bash
Any
```


### Before submitting

- [X] I've made research efforts and searched the documentation
- [X] I've searched for existing issues
Repository: tensorflow
Issue: [BUG] Optimizer crash on TPU: `AttributeError: 'NoneType' object has no attribute 'extended'`
Labels: stat:awaiting tensorflower,type:bug,comp:tpus,TF 2.16

### Issue type: Bug

System info:

- Kaggle TPU VM v3-8
- Python 3.10
- TensorFlow 2.16.1

### Standalone code to reproduce the issue

```python
try:
    tpu = tf.distribute.cluster_resolver.TPUClusterResolver()
    tf.config.experimental_connect_to_cluster(tpu)
    tf.tpu.experimental.initialize_tpu_system(tpu)
    tpu_strategy = tf.distribute.TPUStrategy(tpu)
    print("TPU setup successful")
except (ValueError, ImportError) as e:
    tpu_strategy = tf.distribute.get_strategy()

class BertSLPModel(tf.keras.Model):
    def __init__(self):
        super(BertSLPModel, self).__init__()
        self.bert = bert
        self.dropout = tf.keras.layers.Dropout(dropout_rate)
        self.classifier = tf.keras.layers.Dense(num_classes)

    def call(self, inputs):
        input_ids, attention_mask = inputs
        bert_output = self.bert(input_ids, attention_mask=attention_mask)
        pooled_output = bert_output.pooler_output
        dropout_output = self.dropout(pooled_output)
        logit = self.classifier(dropout_output)
        return logit

with tpu_strategy.scope():
    model = BertSLPModel()
    model.compile(
        optimizer=tf.keras.optimizers.RMSprop(learning_rate=1e-5),
        loss=tf.keras.losses.SparseCategoricalCrossentropy(),
        metrics=[tf.keras.metrics.SparseCategoricalAccuracy()],
    )
    model.fit(
        train_dataset,
        validation_data=test_dataset,
        epochs=epochs,
        batch_size=batch_size
    )
```


### Relevant log output

```shell
AttributeError: in user code:

    File "/tf_keras/src/engine/training.py", line 1398, in train_function  *
        return step_function(self, iterator)
    File "/tf_keras/src/engine/training.py", line 1370, in run_step  *
        outputs = model.train_step(data)
    File "/tf_keras/src/engine/training.py", line 1151, in train_step  *
        self.optimizer.minimize(loss, self.trainable_variables, tape=tape)
    File "/tf_keras/src/optimizers/optimizer.py", line 621, in minimize  *
        self.apply_gradients(grads_and_vars)
    File "/tf_keras/src/optimizers/optimizer.py", line 1300, in apply_gradients  *
        return super().apply_gradients(grads_and_vars, name=name)
    File "/tf_keras/src/optimizers/optimizer.py", line 715, in apply_gradients  *
        self.build(trainable_variables)
    File "/tf_keras/src/optimizers/rmsprop.py", line 121, in build  *
        self._velocities.append(
    File "/tf_keras/src/optimizers/optimizer.py", line 1201, in add_variable_from_reference  *
        with strategy.extended.colocate_vars_with(model_variable):

    AttributeError: 'NoneType' object has no attribute 'extended'
```
Repository: deno
Issue: Lint: Add a rule for Node built ins not having the `node:` prefix
Labels: feat,lint

We should add a lint rule that warns when you're importing Node built-in modules without the `node:` specifier.

```ts
// This should error
import * as fs from "fs"

// This should not error
import * as fs from "node:fs"
```

Preferable with an integration into `deno lint --fix` as well.
Repository: tauri
Issue: Quit and Close menu items do not trigger RunEvents if window was created using WindowBuilder
Labels: type: bug,status: needs triage,scope: unstable flag

> This issue has been upstreamed from https://github.com/tauri-apps/plugins-workspace/issues/1111 

When I close the app from `File -> Close Window` or `Window -> Close Window` or from traffic lights it does save size + position.
But when closing from `PredefinedMenuItem::quit` it doesn't save the window state before closing.

Happens only in window created with `tauri::WindowBuilder` (behind `unstable` feature)
but doesn't happen in window created from `tauri::WebviewWindowBuilder`
Repository: tauri
Issue: [bug] [v2] Drag and drop events with `unstable` feature do not fire.
Labels: type: bug,status: needs triage,scope: unstable flag

### Describe the bug

When the `unstable` feature is enabled, Tauri drag and drop events no longer fire.

### Reproduction

1. Enable the `unstable` feature of `tauri 2.0.0-rc.0`.
2. [Listen to drag and drop events](https://v2.tauri.app/reference/javascript/api/namespacewebview/#ondragdropevent).
3. No events are fired.

### Expected behavior

Drag and drop events should be fired.

### Full `tauri info` output

```text
[✔] Environment
    - OS: Pop!_OS 22.4.0 X64
    ✔ webkit2gtk-4.1: 2.44.2
    ✔ rsvg2: 2.52.5
    ✔ rustc: 1.81.0-nightly (f21554f7f 2024-06-08)
    ✔ cargo: 1.81.0-nightly (b1feb75d0 2024-06-07)
    ✔ rustup: 1.27.1 (54dd3d00f 2024-04-24)
    ✔ Rust toolchain: nightly-2024-06-09-x86_64-unknown-linux-gnu (environment override by RUSTUP_TOOLCHAIN)
    - node: 19.9.0
    - npm: 9.6.3

[-] Packages
    - tauri [RUST]: 2.0.0-rc.0
    - tauri-build [RUST]: 2.0.0-rc.0
    - wry [RUST]: 0.41.0
    - tao [RUST]: 0.28.1
    - tauri-cli [RUST]: 2.0.0-rc.1
    - @tauri-apps/api : not installed!
    - @tauri-apps/cli [NPM]: 2.0.0-rc.1

[-] App
    - build-type: bundle
    - CSP: unset
    - frontendDist: ../dist
    - devUrl: http://localhost:1420/
```


### Stack trace

```text
N/A
```


### Additional context

Seems similar to Issue #9973, but occurs with only one webview.
Repository: pytorch
Issue: aotautograd CSE interferes with Inductor reinplacing
Labels: triaged,months,oncall: pt2,module: inductor,module: pt2-dispatcher,module: reinplacing

~~Here's a theoretical example, but note that this doesn't actually repro (fx CSE doesn't seem to work in this case?). I'm seeing this with a much larger model and will try to get a real repro soon.~~

Updated with real repro

```py
import torch

@torch.library.custom_op("_reinplacing::sin", mutates_args={"result"})
def sin(x: torch.Tensor, result: torch.Tensor) -> None:
    result.copy_(x.sin())

class MySin(torch.autograd.Function):
    @staticmethod
    def forward(ctx, x):
        out = torch.empty_like(x)
        sin(x, out)
        ctx.save_for_backward(out)
        return out
 
    @staticmethod
    def backward(ctx, grad):
        saved, = ctx.saved_tensors
        out = torch.empty_like(grad)
        sin(saved, out)
        return out

@torch.compile
def f(x):
    return MySin.apply(x)

x = torch.randn(3, requires_grad=True, device="cuda")
y = f(x)

# joint graph (pre-cse)
def forward(self, x, grad_out):
    empty = aten.empty(3)
    _, out = auto_functionalized(sin, x, empty)
    empty2 = aten.empty(3)
    _, grad_x = auto_functionalized(sin, grad_out, empty2)
    return out, grad_x

# joint graph (post-cse)
def forward(self, x, grad_out):
    empty = aten.empty(3)
    _, out = auto_functionalized(sin, x, empty)
    _, grad_x = auto_functionalized(sin, grad_out, empty)
    return out, grad_x

# forward graph partitioned.
def forward(self, x,):
    empty = aten.empty(3)
    # Inductor cannot reinplace the "empty" arg because it's used later
    _, out = auto_functionalized(sin, x, empty)
    return out, empty

# backward graph partitioned.
def forward(self, grad_out, empty):
    # Inductor can reinplace the "empty" arg (in theory) because it's not used,
    # but I'm not sure if it knows that
    _, grad_x = auto_functionalized(sin, grad_out, empty)
    return grad_x
```

Now, this isn't the biggest problem: in terms of memory we theoretically can still use the same amount. It's just that the forward pass now uses more memory (it has the additional copy) and the backward pass doesn't need to allocate the output anymore.

However, my claim is that this is actually harmful. If the forward was an in-place on a sequence on views, then that means we would have additional unnecessary view_scatter operations.

cc @ezyang @chauhang @penguinwu @voznesenskym @EikanWang @jgong5 @Guobing-Chen @XiaobingSuper @zhuhaozhe @blzheng @wenzhe-nrv @jiayisunx @ipiszy @yf225 @chenyang78 @kadeng @muchulee8 @ColinPeppler @amjames @desertfire @bdhirsh
```[tasklist]
### Tasks
```
Repository: PowerToys
Issue: Screen-Specific Window Opening
Labels: Idea-New PowerToy,Needs-Triage

### Description of the new feature / enhancement

The idea is that when having two or more screens connected to my PC, the windows or programs I open should open on the same screen from which they were opened, instead of opening on the main or default screen.

### Scenario when this would be used?

This feature enhances productivity by ensuring windows open on the same screen they were last used. It benefits all multi-monitor setups, improving workflow and reducing interruptions in any scenario.

### Supporting information

When using multiple monitors, maintaining window placement consistency improves workflow efficiency and user experience. Currently, many applications default to opening on the primary or default screen, causing inconvenience and interruptions. Implementing a feature that remembers and opens windows on the same screen they were last used would streamline multitasking and enhance productivity for users with multi-monitor setups.
Repository: godot
Issue: GraphEdit mouse input still triggers node actions (such as showing a node creation dialog) when Space is held to pan
Labels: bug,topic:editor,usability,topic:gui

### Tested versions

- Reproducible in: 3.5.3.stable, 4.2.2.stable, 4.3.rc ddd31d0d5

### System information

Godot v4.3.rc (ddd31d0d5) - Fedora Linux 40 (KDE Plasma) - X11 - GLES3 (Compatibility) - NVIDIA GeForce RTX 4090 (nvidia; 555.58.02) - 13th Gen Intel(R) Core(TM) i9-13900K (32 Threads)

### Issue description

GraphEdit mouse input still triggers node actions (such as showing a node creation dialog) when Space is held to pan.

In this video, I hold <kbd>Space</kbd> while using the left mouse button to pan. Notice that if I click on an output connection, a dialog to create a new node appears, even though I just wanted to pan around.

Likewise, left-clicking something within a GraphNode will open the node's dropdown as opposed to panning as I want it to.

In short, <kbd>Space + Left mouse button</kbd> should act just like the middle mouse button regardless of where you initially clicked.

https://github.com/user-attachments/assets/495c17c6-e876-40e0-9896-2719790c63fa



### Steps to reproduce

- Create a VisualShader resource and some nodes within it.
- Hold <kbd>Space</kbd> and use the left mouse button to pan around. Try doing so when initially clicking on a connection dot.
- Notice how a node creation popup appears, even though it doesn't if you pan with the middle mouse button.

### Minimal reproduction project (MRP)

N/A
Repository: go
Issue: x/tools: implement three-way merge and use in all tools that apply fixes
Labels: NeedsInvestigation,Tools,Analysis,Refactoring

When analysis and refactoring tools suggest multiple fixes to the same file, those fixes should be treated as independent changes, each analogous to a separate CL. Just as multiple CLs are resolved into a linear sequence using a tool such as [diff3](https://www.cis.upenn.edu/~bcpierce/papers/diff3-short.pdf) or [git-mergetool](https://git-scm.com/docs/git-mergetool), our fixes should be reconciled intelligently too. For example, two fixes that add the same import should compose to a single diff that adds the desired import only once.

Merging two changes may fail; in that case, the (arbitrary) winner should be applied, and the loser skipped and reported to the caller.

The task of this issue is to design and implement a three-way merge algorithm and use it from all our tools (multichecker, analysistest, gopls, etc) that produce multiple independent edits. A poor-quality implementation (e.g. fail on any conflict) may serve as a temporary placeholder for a more sophisticated one (e.g. fork+exec diff3 or git-mergetool, or implement the diff3 algorithm atop x/tools/internal/diff/lcs).

For more background, see:
- https://github.com/golang/go/issues/67049#issuecomment-2163687538

@pjweinb @findleyr @timothy-king
Repository: rust
Issue: `core::panic::PanicInfo`'s `location` method show incorrect usage with `std::panic::set_hook`, even though that functionality has been split
Labels: T-libs-api,A-docs

### Location

https://doc.rust-lang.org/beta/core/panic/struct.PanicInfo.html#method.location
https://github.com/rust-lang/rust/blob/9bad7ba324099d124c77c5b06aebf68e11763f7b/library/core/src/panic/panic_info.rs#L65-L95

### Summary

since #115974 the `PanicInfo` and `PanicHookInfo` structs have been split up, but the docs for `PanicInfo` still show how to use it with a panic hook, even though it is now exclusively for the `#[panic_handler]` and the panic hook functionality has been moved into `PanicHookInfo`
Repository: godot
Issue: Running out of VRAM will cause huge stutters until the game is restarted
Labels: discussion,topic:rendering,performance

### Tested versions

- Reproducible in: v4.2.stable.mono.official [46dc27791], v4.3.rc2.mono.official [3978628c6]

### System information

Godot v4.3.rc2.mono - Windows 10.0.19045 - Vulkan (Forward+) - dedicated NVIDIA GeForce GTX 970M (NVIDIA; 32.0.15.5599) - Intel(R) Core(TM) i7-6700HQ CPU @ 2.60GHz (8 Threads)

### Issue description

When the GPU VRAM is full or almost full, the game will experience very long and reccurent stutters, which can only be fixed by closing the project, freeing up VRAM (either by closing other programs like Discord, or reducing texture and/or reflection probe resolution), and starting the project up again.

These stutters last for several seconds and happen every second or so of fluid gameplay. Also, the only happen when the game is running, not in the editor.

While this is not an issue in 2D games and light 3D games, it can be a big problem for people with would want to play a more demanding game on a computer with not much VRAM, which would otherwise run fine without that VRAM hurdle, especially with solutions like FSR 2.

This is even more a problem with the fact that Godot 4 does not have a way to reduce texture resolution at runtime or texture streaming, which harms scalability a lot for bigger games.

The MRP provided in this form takes approximately 4 GB of video memory and displays everything correctly on screen (no VRAM artifacts, no visual corruption or anything like this), aside from the huge stutters. Furthermore, the RAM usage ramps up quickly once the VRAM is saturated, which leads me to believe video data is loaded to the RAM as it should, once the GPU runs out of VRAM.

I would believe the issue lies in the way said data is being read from the RAM, which may be the cause for such a big overhead. (Please note that I am no graphics programmer, this is just a somewhat "educated" guess).

_Note : the MRP has an absurd amount of high-resolution reflection probes which is something you would never have to do in 99,9 % of game projects, the goal was to stress-test the VRAM to show the issue. It also happens in a normal case scenario, like a game with several 2k textures and a couple reflection probes._

### Steps to reproduce

1. Create a new project (or open an existing one)
2. Add resources and nodes that will use VRAM (Texture2D/3D, reflection probes, and so on)
3. Play the project. If you experience no stutters, monitor VRAM usage with the profiler, and repeat step 2 until you run out of VRAM
4. You should now notice the stutters happening when the game is running.

### Minimal reproduction project (MRP)

[VRAM MRP.zip](https://github.com/user-attachments/files/16531083/VRAM.MRP.zip)
Repository: tauri
Issue: [bug] V2: Can't resize devtools sometimes on macOS
Labels: type: bug,status: needs triage

### Describe the bug

I open the devtools with right click. then it's not accessiable I can't see the tabs. resize the window doesn't helps.

### Reproduction

Open devtools on macOS

### Expected behavior

devtools should be resizable and accessiable

### Full `tauri info` output

```text
bunx tauri info

[✔] Environment
    - OS: Mac OS 14.5.0 X64
    ✔ Xcode Command Line Tools: installed
    ✔ rustc: 1.81.0-nightly (5315cbe15 2024-07-11)
    ✔ cargo: 1.81.0-nightly (154fdac39 2024-07-07)
    ✔ rustup: 1.27.1 (54dd3d00f 2024-04-24)
    ✔ Rust toolchain: nightly-aarch64-apple-darwin (directory override for '/Volumes/Internal/vibe/desktop')
    - node: 20.15.1
    - npm: 10.7.0
    - bun: 1.1.18

[-] Packages
    - tauri [RUST]: 2.0.0-beta.25
    - tauri-build [RUST]: 2.0.0-beta.19
    - wry [RUST]: 0.41.0
    - tao [RUST]: 0.28.1
    - @tauri-apps/api [NPM]: 2.0.0-beta.16
    - @tauri-apps/cli [NPM]: 2.0.0-beta.23

[-] App
    - build-type: bundle
    - CSP: unset
    - frontendDist: ../dist
    - devUrl: http://localhost:1420/
    - framework: React
    - bundler: Vite
```


### Stack trace

_No response_

### Additional context

I worked few moments ago. suddnely it doesn't. happens in multiple projects.
Also Ctrl + c for copy doesn't work in devtools.
The devtools in macOS are not convenient I suggest take a look on it.

<img src="https://github.com/user-attachments/assets/ce4d98b9-bc4f-41c0-ad8e-81ba29af9138" width=600>