sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: terminal
Issue: Text appears with shadow (antialiasing) when using the Spleen font
Labels: Help Wanted,Area-Fonts,Issue-Bug,Product-Terminal,Area-AtlasEngine

### Windows Terminal version

1.20.10293.0

### Windows build number

10.0.22631.3007

### Other Software

_No response_

### Steps to reproduce

get spleen 12x24, .otf
install it
set WT to use it
![text_rendering](https://github.com/microsoft/terminal/assets/54522275/afac488e-b2e0-4291-8417-adb540912341)
there is a right drop shadow. 
in the screenshot you see how notepad, visual studio, notepad++, gitk and paint.net render the text using the same font. 
I tried changing atlas on/off, sw render on/off, system-wide font smoothing on/off (but never cleartype)
By the way, using _vector_ fonts on _raster_ devices was and always be a mistake. At least until we reach... I dunno... 600dpi? Maybe 300? Right now for desktop monitors we are looking at ~180 for a 24" 4k monitor. But I digress.

### Expected Behavior

Text to be rendered without shadow. 

### Actual Behavior

Text is rendered with shadow. 
For what it's worth, the little preview window _does_ show this shadow. 
Yes, I know this sounds minor, but... I consider text rendering to be quite important.
Repository: pytorch
Issue: Add an option for torchrun c10d store to be collocated with rank 0 training node
Labels: oncall: distributed,triaged

### 🚀 The feature, motivation and pitch

When running elastic distributed training with `torchrun` and `c10d` rendezvous backend, node ranks are designated by `c10d` store backend and are usually different node to the `c10d` store leader node.

I have a job where rank 0 node takes substantially more time to finish on train end hook, as closing fd handler takes time when using in conjunction with tools like `gcsfuse`. I expect training nodes with rank>0 to exit early, and it is a good thing as it frees up GPU nodes for other uses.

However, this causes `c10d` store node to exit early and tear down rendezvous server after `exit_barrier_timeout` (which is hardwired to be 300s). This causes cascading failure to the long-running rank 0 node, potentially causing data loss at the end of the training job.

One possible remedy could be to have an option so that the non-standalone `torchrun` with designated `c10d` store always assumes rank 0. This way, the lifeline of `c10d` store server will coincide with the long-running rank 0, preventing cascading failure. 

### Alternatives

We could make `exit_barrier_timeout` configurable. However, this is a brittle logic and is probably not the intended use of `exit_barrier_timeout`.

Using `static` backend can work. However, we don't benefit as much fail-over elasticity as `c10d` backend

### Additional context

_No response_

cc @mrshenli @pritamdamania87 @zhaojuanmao @satgera @rohan-varma @gqchen @aazzolini @osalpekar @jiayisuse @H-Huang @kwen2501 @awgu @penguinwu @fegin @XilunWu @wanchaol @fduwjj @wz337 @tianyu-l @wconstab @yf225
Repository: flutter
Issue: [Flutter GPU] Add a Surface utility for drawing to the Flutter canvas.
Labels: c: new feature,engine,c: proposal,P3,team-engine,triaged-engine,flutter-gpu

Part of https://github.com/flutter/flutter/issues/130921.

Add a built-in Surface utility for drawing to a Flutter canvas.
Something similar to this, but without taking control of the whole render target: https://github.com/bdero/cabal/blob/c106bc8f3d74413420c301060c5c7e635867f13c/lib/base/surface.dart#L5
Repository: vscode
Issue: Visual Studio Code should support 'Force Run to Cursor'
Labels: feature-request,debug

<!-- ⚠️⚠️ Do Not Delete This! feature_request_template ⚠️⚠️ -->
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<!-- Describe the feature you'd like. -->
I am opening this issue on behalf of @vadi2, who opened https://github.com/dotnet/vscode-csharp/issues/6843, but this issue belongs here instead.

In full Visual Studio (as well as some other IDEs), there is a feature called 'Force Run to Cursor' which is similar to Run to Cursor, except that it first disables all breakpoints and exception triggers and then restores them after the command finishes. Visual Studio will also let you re-enable breakpoints while it is in this state in case the target process never actually reaches the line of code that the user was attempting to 'Force Run to Cursor' to. Blog post for the feature: https://devblogs.microsoft.com/visualstudio/debug-with-force-run-to-cursor/
Repository: vscode
Issue: Show log-point message in decoration
Labels: feature-request,debug

The terminal logs `foobar`. Which logpoint is hit?

![Code_-_Insiders_59Y0uC6c01](https://github.com/microsoft/vscode/assets/2931520/bc710bbf-6a0a-419a-9153-75e205de8bef)

It would be very nice if the logpoint message is shown as decoration at the end of the line, like this:

![chrome_Gv5roZrvDI](https://github.com/microsoft/vscode/assets/2931520/1eecf8ad-2463-4e84-8a85-5d3f11eb8d80)


Then it is much easier to relate the log to the code.

Also, this could be beneficial for AI log points, so the editor does not even need to show for them.
Repository: flutter
Issue: [Flutter GPU] Add an easier interface for packing uniform data types.
Labels: engine,P3,team-engine,triaged-engine,flutter-gpu

Part of https://github.com/flutter/flutter/issues/130921.

Now that we are using Vulkan-comparible GLSL semantics, packing uniforms into structs is mandatory. But it's entirely up to the user to pack this data correctly based on the layout of the shader. The padding between each UBO is platform dependent, but the per-field alignment follows the same set of rules across all targets.

So in lieu of codegen, we can at least provide a convenient overhead builder that handles the alignment for different common data types.

For example, a uniform struct in a shader could be built like:
```glsl
uniform FrameInfo {
  mat4 mvp;
  float y_scale;
}
frame_info;
```

```dart
UniformBuffer builder = UniformBuilder();
builder.add<Matrix4>(myMatrix4); // mvp
builder.add<double>(-1); // y_scale
ByteData frameInfoData = builder.finish();

ByteData frameInfo = hostBuffer.emplace(frameInfoData);
```
Repository: flutter
Issue: Performance overlay on web
Labels: platform-web,P2,team-web,triaged-web

https://github.com/flutter/engine/blame/80e5792b2127d5bd15f81618736a609722d3d871/lib/web_ui/lib/src/engine/canvaskit/layer_scene_builder.dart#L50-L54

```dart
  @override
  void addPerformanceOverlay(int enabledOptions, ui.Rect bounds) {
    // We don't plan to implement this on the web.
    throw UnimplementedError();
  }
```

At least throw a more helpful error. I'd love to understand WHY we can't do the perf overlay on web, though.
Repository: go
Issue: x/build/cmd/relui: add a workflow for doing cherry-picks
Labels: Builders,NeedsInvestigation,FeatureRequest

The minor release process involves creating cherry picks using the process documented at:

https://go.dev/wiki/MinorReleases#making-cherry-pick-cls

As recently suggested by @rsc, there's room to create a relui workflow that can be used to short-circuit the manual steps involved. It probably doesn't need to worry about fully handling unusual cases, or when merge conflicts are involved, but those are relatively rare.

Also relevant is [CL 559295](https://go.dev/cl/559295) (CC @rolandshoemaker) that does this for publishing private golang.org/x fixes (issue #65756).
Repository: godot
Issue: inst_to_dict() and dict_to_inst() doesn't work correct when used with JSON
Labels: bug,topic:core,needs testing

### Tested versions

4.2.1.stable and 4.2.2.rc

### System information

Windows 11

### Issue description

1. `inst_to_dict()` can't handle types like Color when the dictionary is converted to a String with JSON later, it handles them as String (e. g. `"(1, 1, 0, 1)"`)
2. `dict_to_inst()` can assingn other types to a typed variable (e. g. the String from above to `var example :Color`)
3. `dict_to_inst()` can't handle integers and arrays with integers correctly which leads sometimes to problems when comparing two numbers (e. g. `a == b` returns false if a and b are both 1), because they are parsed as floats later
4. the editor crashes when using `inst_to_dict()` in plugins under some circumstances

### Steps to reproduce

reproduce 1., 2. and 3: Convert an instance to a dictionary, than to a JSON string and then back to a dictionary and an instance
reproduce 4.: try `inst_to_dict()` on the `object` of a EditorInspectorPlugin


### Minimal reproduction project (MRP)

[inst_to_dict() MRP.zip](https://github.com/godotengine/godot/files/14130044/inst_to_dict.MRP.zip)

1., 2. and 3..: run the scene _WrongTypes.tscn_
3.: I wasn't able to reproduce the comparison error
4.: Open the Resource _ClickButtonToCrashTheEditor.tscn_ and click the crash button
Repository: godot
Issue: Instance uniform values set via Inspector are lost when editing shader
Labels: bug,topic:rendering,topic:editor

### Tested versions

reproduced in 4.0.4.stable & 4.2.1.stable

### System information

Godot v4.2.1.stable unknown - Arch Linux #1 SMP PREEMPT_DYNAMIC Fri, 05 Jan 2024 16:20:41 +0000 - Tty - Vulkan (Forward+) - dedicated NVIDIA GeForce GTX 1070 (nvidia; 545.29.06) - Intel(R) Core(TM) i7-6700 CPU @ 3.40GHz (8 Threads)

### Issue description

If you have a shader with an `instance uniform`, and you assign it a value via the Inspector, then edit the shader, the value you set will be lost.

### Steps to reproduce

This shader has 2 variables, `uniform vec3 left_color` and `instance uniform vec3 right_color`, with values assigned via the Inspector.

![1](https://github.com/godotengine/godot/assets/4240296/5c7d8365-2213-40a3-add1-f5795094ee36)

Start typing in the shader. If your edit isn't immediately valid, the idle parser will complain, and remove the `uniform`s from the Inspector.

![2](https://github.com/godotengine/godot/assets/4240296/23a41e7c-b0ce-44f0-8b9e-b2c9887fe811)

This isn't a problem for `left_color`, because the red value gets restored after fixing the shader. But `right_color`'s value is lost. (The 3D view still has the old color.)

![3](https://github.com/godotengine/godot/assets/4240296/a36ed3fa-ccc7-4ffd-ba7a-1d0b1a53ae10)

If we now save, close, and reopen the project, the 3D view will have the wrong color as well.

![4](https://github.com/godotengine/godot/assets/4240296/10ff4709-4529-4632-8606-6a27d1473511)

### Minimal reproduction project (MRP)

[uniform-test.zip](https://github.com/godotengine/godot/files/14130295/uniform-test.zip)
Repository: go
Issue: cmd/api: API checker doesn't seem to handle Alias uses correctly
Labels: NeedsInvestigation

Background: API check failure in https://go.dev/cl/559435.
Repository: vscode
Issue: Don't link the variable viewer to just notebooks
Labels: under-discussion,notebook-variables

For the Julia extension we would only be able to adopt the new built in variable viewer if it also supported showing variables from active REPL processes and potentially down the road for test processes, i.e. the entire variable viewer ideally would not be linked to notebooks in any fundamental way.

Previous discussion at https://github.com/microsoft/vscode/issues/166296#issuecomment-1905039733

UI example how this looks currently in Julia at https://github.com/microsoft/vscode/issues/165445#issuecomment-1325708418

I think this affects both the API, i.e. ideally something like `NotebookVariableProvider` would just be called `VariableProvider` etc and the UI, where we would need at least one more top level layer in the tree for different processes for which variables can be shown.

This point here was already mentioned in various existing issues, but I thought it might make sense to have a separate issue to track this specifically.
Repository: vscode
Issue: VSCode auto updates to incompatible version on older macOS
Labels: bug,install-update,macos

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- VS Code Version: 1.85.2
- OS Version: macOS 10.13.6 (17G14042)

**Info from "About Visual Code" dialog**
Version: 1.85.2
Commit: 8b3775030ed1a69b13e4f4c628c612102e30a681
Date: 2024-01-18T06:40:32.531Z
Electron: 25.9.7
ElectronBuildId: 26354273
Chromium: 114.0.5735.289
Node.js: 18.15.0
V8: 11.4.183.29-electron.0
OS: Darwin x64 17.7.0

Steps to Reproduce:

1. Launch VS Code 1.85.2
2. You get a prompt in the sidebar saying "Restart to update". It installs 1.86.0 which prevents the app from launching

I'm on an older version of macOS (High Sierra, 10.13.6) which I cannot upgrade. For the last 2-3 months or so there's been a small dismissible message in the bottom right corner:

<img width="488" alt="Screen Shot 2024-02-01 at 4 03 39 PM" src="https://github.com/microsoft/vscode/assets/9065557/a9a86b9a-ede3-4f00-ac63-9d5f78c70415">

That message is informative, totally understandable, and expected. I was fine with not receiving new updates.

But today the sidebar had the prompt to "Restart to Update" and it updated me to VS Code 1.86.0 which was incompatible with my operating system. It's one thing to not receive new updates, but it's another to receive an update that literally prevents the app from launching. 

For users with older macOS, I would expect to just remain on 1.85.2 forever and no longer get new updates, not be offered a breaking update.
Repository: flutter
Issue: Support Google ads privacy sandbox
Labels: c: new feature,P1,team-android

### Use case

Privacy Sandbox will introduce new technology with how ads operate in Android apps and how to help data stay protected. 

### Proposal

ensure Flutter android apps leverages the new ads privacy sandbox appropriately https://privacysandbox.com/android
Repository: godot
Issue: EditorInspector does not fire signals for sub resources
Labels: discussion,topic:editor

### Tested versions

4.2 stable

### System information

Windows 11

### Issue description

EditorInspector has signals like property_edited and property_selected. They only get fired for the outermost properties of the inspector. If, for example, you have a node with a sub resource, and you select/edit a property inside that sub resource, EditorInspector will not fire any signals for those events

### Steps to reproduce

- Open the below project
- Click on Node in the SceneTree
- Select or edit any property besides subres
- The property name will be printed
- Expand the subresource, and select / edit something
- It will not print to the console

### Minimal reproduction project (MRP)

[EditorInspector_signals.zip](https://github.com/godotengine/godot/files/14131236/EditorInspector_signals.zip)
Repository: pytorch
Issue: Expectile Loss?
Labels: module: nn,module: loss,triaged

### 🚀 The feature, motivation and pitch

I am doing a low-rank modeling with expectile analysis for my research, and I am wondering if there is an Expectile Loss Object(such as loss.ExpectileLoss()) that serves the purpose. I also tried to implement a custom loss function with expectile loss, but the results seem very strange(loss values are super small < 3).

### Alternatives

_No response_

### Additional context

_No response_

cc @albanD @mruberry @jbschlosser @walterddr @mikaylagawarecki
Repository: TypeScript
Issue: Subclass of a (non-abstract class that uses declaration merging to implement parent abstract member) also has to implement same abstract member
Labels: Bug,Help Wanted

### 🔎 Search Terms

subclass inherit abstract concrete method property member complains parent declaration merge merging satisfy implement

### 🕗 Version & Regression Information

- This is the behavior in every version I tried, and I reviewed all the FAQ entries


### ⏯ Playground Link

https://www.typescriptlang.org/play?ts=5.3.3#code/JYOwLgpgTgZghgYwgAgApyhcBJZBvAKGWORgHsyAKASgC5kA3M4AEwIF8C4AjAZzCiIwyBABs4vXmgxZhhEsh79BCYeSp1GzNpwIB6PcgCyrFqJTAAtgAdzl2VPSZwjYHGQsIYjHDDAyIMj2UADmEAQE3pLGpubIEAAekCAsjjIueJygkLCIKCYsZiiJyanSzmC4mRFRUgDCABbAoizxSVhlBUX47MgGHmQQvCAA5MIA7mRQANYR-V1xVrYQ9uBpFR7AmKqiAJ6R4tELEABMbaXrsvhEJOo0PRw1h-VNLWclHVLHZ5l9hpMzXhAA

### 💻 Code

```ts
interface ParentI {
    foo(): void
}
abstract class Parent {
    abstract foo(): void
}

// Middle implements Parent via declaration merge

class Middle extends Parent {}
interface Middle extends ParentI {}

class Child extends Middle {} // doesn't work

// Middle implements Parent directly
class Middle2 extends Parent {
    foo() {}
}

class Child2 extends Middle2 {} // works
```


### 🙁 Actual behavior

Typescript complains that `Child` must implement an `foo`, even though `Middle` has already implemented `foo` via declaration merging.

### 🙂 Expected behavior

I would expect `Child` to pass type-checking, just as `Child2` does. Seeing as how `Middle` (a concrete class) is type-safe and `Child` extends `Middle` with no further modification, this feels very surprising.

### Additional information about the issue

_No response_
Repository: flutter
Issue: Flutter preview device depends on VS debug dlls
Labels: P2,team-tool,triaged-tool

When running the `dumpbin.exe` tool on a compiled flutter_preview.exe to determine dynamically linked dependencies:

```
PS D:\git\flutter> & "C:\Program Files\Microsoft Visual Studio\2022\Community\VC\Tools\MSVC\14.37.32822\bin\Hostx64\x64\dumpbin.exe" /dependents .\bin\cache\artifacts\flutter_preview\flutter_preview.exe
Microsoft (R) COFF/PE Dumper Version 14.37.32825.0
Copyright (C) Microsoft Corporation.  All rights reserved.

Dump of file .\bin\cache\artifacts\flutter_preview\flutter_preview.exe

File Type: EXECUTABLE IMAGE

  Image has the following dependencies:

    dwmapi.dll
    flutter_windows.dll
    KERNEL32.dll
    USER32.dll
    SHELL32.dll
    ole32.dll
    ADVAPI32.dll
    MSVCP140D.dll
    VCRUNTIME140D.dll
    VCRUNTIME140_1D.dll
    ucrtbased.dll
```

Of these, the following are commonly available on new Windows installation:

- dwmapi.dll
- KERNEL32.dll
- USER32.dll
- SHELL32.dll
- ole32.dll
- ADVAPI32.dll

flutter_windows.dll is explicitly provided by the flutter tool. The following are not part of a new Windows installation, however, and are C/C++ debug libraries:

- MSVCP140D.dll
- VCRUNTIME140D.dll
- VCRUNTIME140_1D.dll
- ucrtbased.dll

The first three of these are distributed with Visual Studio, in a directory marked "debug_nondredist" (see https://learn.microsoft.com/en-us/visualstudio/releases/2022/redistribution#visual-c-runtime-files).

The last, ucrtbased.dll, I found under C:\Program Files (x86)\WIndows Kits\10\bin\...
Repository: go
Issue: x/build: adding LUCI builders blocking submit is too manual
Labels: Builders,NeedsInvestigation

### Go version

N/A

### Output of `go env` in your module/workspace:

```shell
N/A
```


### What did you do?

Review contributed changes that need additional testing (such as running on a `longtest` builder or a particular architecture) before they can be safely merged.

### What did you see happen?

There is a “CHOOSE TRYJOBS” button, but IIRC it doesn't affect auto-submit, and it definitely doesn't stick when a new patchset is uploaded.

It is possible to leave a comment requesting that the author add a `Cq-Include-Trybots:` line to the commit message, but for small externally-contributed changes that can add an extra round-trip.

### What did you expect to see?

Some way that I (as a reviewer) can mark the CL as ok to auto-submit _provided that_ a specific set of additional LUCI builders succeeds.
Repository: godot
Issue: Excessive loading times using GPUParticles2D in projects exported for HTML5
Labels: platform:web,topic:rendering,performance,topic:particles

### Tested versions

Reproducable in 4.2.1 stable and forward (not tested in older versions)


### System information

Windows 11

### Issue description


Using GPUParticles2D in projects exported for the web/HTML5 incur excessive loading times. A single (default) GPUParticles2D system with a gradienttexture2D needs around 2 seconds to load. 

The behaviour was the same accross two computers (Gaming PC and Laptop), Browsers (Firefox, Chrome) and regardless of the "export with debug" box ticked when exporting the project.

In a more complex project with multiple GPUParticles2D nodes with textures, this delay makes GPUParticle2D systems virtually unusable. CPUParticle2D systems did not incur any noticeable loading delays.

### Steps to reproduce

Minimal Setup:
Empty 2D Scene with a single GPUParticles2D emitter which renders a GradientTexture2D.
Export the project for the Web and run the result.

### Minimal reproduction project (MRP)

[particle-test.zip](https://github.com/godotengine/godot/files/14131985/particle-test.zip)
Repository: godot
Issue: pivot is reset when importing a rigged mesh
Labels: bug,topic:import,topic:3d

### Tested versions

- Reproducible in v4.2.1.stable.official [b09f793f5]


### System information

Godot v4.2.1.stable - Windows 10.0.22631 - Vulkan (Forward+) - dedicated NVIDIA GeForce RTX 3070 (NVIDIA; 31.0.15.4601) - AMD Ryzen 5 5500 (12 Threads)

### Issue description


I create a simple Blender file with two objects attached to an armature. The sphere pivot point is not on the world origin.
![image](https://github.com/godotengine/godot/assets/7805711/638f30d4-4eef-47d2-abbe-53cdac77328e)

When importing in Godot, using either .blend, .fbx or .glb file, in the resulting scene has the sphere pivot at the world center : 
![image](https://github.com/godotengine/godot/assets/7805711/fa708abf-da36-462c-8d18-4fd3aadfd34a)

Conserving the pivot is important to be able to rig eyes. Here is the blender file attached :
[test.zip](https://github.com/godotengine/godot/files/14132005/test.zip)

### Steps to reproduce

Open a new project
Import the .blend file
Open new inherited scene

### Minimal reproduction project (MRP)

[Pivot.zip](https://github.com/godotengine/godot/files/14132043/Pivot.zip)