sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: godot
Issue: Undoing GLOBAL_HISTORY items (eg, Project Settings) seems to interfere with the History version syncing between scenes
Labels: bug,topic:editor

### Godot version

Godot v4.3.dev d76c1d0e516fedc535a2e394ab780cac79203477

### System information

Godot v4.3.dev (d76c1d0e5) - Windows 10.0.19045 - Vulkan (Forward+) - dedicated NVIDIA GeForce GTX 1070 (NVIDIA; 31.0.15.3623) - Intel(R) Core(TM) i7-7700K CPU @ 4.20GHz (8 Threads)

### Issue description

Each scene has its own Undo History queue, but they also include Global History items that appear in all the Scene Histories. When one scene Undo/Redo this Global History Item, it can cause desyncs for other scenes.
For example, in this video, it can clearly be seen that undoing the Global History item in one scene, cause the position of in the History of the other scene to drop back by one:


https://github.com/godotengine/godot/assets/3089525/bec8d3c2-4675-4504-b8dd-c897f7e0ab3f



### Steps to reproduce

1. Create two separate scenes.
2. Make History Dock visible
3. Make alterations on both scenes, seeing how their unique histories are changed.
4. Change one arbitrary Project Setting, seeing how it appears on both Undo Histories.
5. Make more changes on Scene 1.
6. Undo the Project Setting on Scene 2.
7. On Scene 1 notice how your position on the Undo History has changed

### Minimal reproduction project

N/A
Repository: PowerToys
Issue: Set layers for fancy zones to allow user to specify which zone is 'on top'
Labels: Idea-Enhancement,Product-FancyZones,Needs-Triage

### Description of the new feature / enhancement

When multiple zones overlap, you have several options for dealing with that. I'd like to be able to set zones so that zones that overlap are layered in the configuration. A zone that is completely behind other zones would be invisible to get to (which is fine). But the idea is that the user can specify the order that layers are selected - where the top-most is selected whenever the mouse moves over it, and the next layer is only selected when the mouse moves out of the top layer into the overhanging second layer...

### Scenario when this would be used?

I like to set certain apps in more-or-less 'permanent' positions on my monitors. Those zones would be the bottom layers of my FZ config. Then when I open an app that I use less frequently, I like to 'pop' it into a zone that sits on top of my 'permanent' apps - usually in the middle of both other zones. But there isn't enough of a gap on my screen to get to that zone easily, so it would be nice if it just was the 'top' layer that I could 'pop' into whenever I wanted...

### Supporting information

One thing that really annoys me is that Microsoft Office apps tend to open their 'default' windows as some percentage of my screen. Since I have a wide monitor - Word opens with a window that is 2X as wide as it is tall. I end up having to resize it constantly to look more like a 'page' (letter sized) instead of like a tabloid. I use FancyZones to do that, but I only have a small area on my screen that isn't already taken by other zones - so popping my Word docs into the appropriate "page sized" zone is a little tricky.
Repository: flutter
Issue: IconButton could expose MaterialStateController
Labels: c: new feature,framework,f: material design,c: proposal,P2,team-design,triaged-design

### Is there an existing issue for this?

- [X] I have searched the [existing issues](https://github.com/flutter/flutter/issues)
- [X] I have read the [guide to filing a bug](https://flutter.dev/docs/resources/bug-reports)

### Use case

The IconButton internally uses a MaterialStateController, however it is not possible for the user to provide one.

Since the other buttons do expose the option to provide our own MaterialStateControllers, I think for consistency (and also for a particular situation I am trying to solve), it would make sense to also expose this option for the IconButton.

### Proposal

Give the user the option to provide the MaterialStateController
Repository: godot
Issue: Strange behavior of RigidBodies2D when mass difference is big
Labels: discussion,documentation,topic:physics,needs testing,topic:2d

### Godot version

4.2

### System information

Windows 10, GLES2, Intel(R) UHD Graphics 630

### Issue description

We have StaticBody2D platform and two RigidBody2D. 

![image](https://github.com/godotengine/godot/assets/12796309/ef364969-d7ed-409d-bb01-67536362cc51)

Top body has mass 1000kg
Bottom - 1 kg.

After run it fall.

Expected result

![image](https://github.com/godotengine/godot/assets/12796309/4d090008-8bbe-4da3-9b87-5e137d795edd)

but bottom body shifts away

![image](https://github.com/godotengine/godot/assets/12796309/bf09bed7-f381-4a37-9be3-08ac7781df8e)

This behavior can be reproduced when top body has mass 1 kg, bottom - 0.001 kg.

Strange behavior happened when mass difference more than 10 times (for example 1 and 11)

### Steps to reproduce

nope

### Minimal reproduction project

[CollisionTest.zip](https://github.com/godotengine/godot/files/13530043/CollisionTest.zip)
Repository: go
Issue: x/tools/internal/testenv: remove ExitIfSmallMachine
Labels: Testing,NeedsFix

### Go version

N/A

### What operating system and processor architecture are you using (`go env`)?

```shell
N/A
```


### What did you do?

In https://go.dev/cl/192578 (for #32834) I added a `testenv.ExitIfSmallMachine` helper function that causes the entire test process to exit based on heuristics about the `GO_BUILDER_NAME` environment variable.

### What did you expect to see?

I expected that we would remove `ExitIfSmallMachine` by either reducing the memory footprint of the `x/tools` tests or increasing the available memory on the builders.

### What did you see instead?

`ExitIfSmallMachine` has become an attractive nuisance.
- It prevents `go test -list` from listing the tests in these binaries on affected machines, which may interfere with structured test runners (such as LUCI).
- It is now used in four test binaries, and encodes assumptions about machine size for six of the Go project's builders — but those assumptions do not prevent the same tests from failing if Go users run them on their own machines with similar specs.
- It too easy a tool to reach for when a test fails, and gets in the way of applying more appropriate tools.
   - In particular, it conflates together “slow” and “memory-constrained”, which really ought to be treated separately.

In terms of “more appropriate tools”:

- For tests that are just slow, and for individual test cases that require very large amounts of memory, we should skip the tests if `testing.Short()` is set.
    - If we don't want to lose coverage in the default TryBot set / LUCI try-set, we could consider either adding `longtest` builders by default for the `x/tools` repo, or opting the test back in in short mode based on `GO_BUILDER_NAME` (and perhaps `GOOS`/`GOARCH`). (Builder-based opt-ins are generally much better than opt-outs because they don't cause spurious failures for external users.)

- For tests that require a lot of memory due to running multiple subtests concurrently, we should either adjust the builders to pass a less aggressive `-parallel` flag to `go test`, or add explicit semaphores to restrict the concurrency of the test more than what is already implied by that flag.
Repository: vscode
Issue: Hover block highlight design consistency
Labels: ux,under-discussion

We currently have a few places where hovering shows a line to the left, it would be good if these were all consistent:

Markdown preview (hover):

![image](https://github.com/microsoft/vscode/assets/2193314/42d34728-7dea-484c-9bac-10499a98cbff)

Terminal command (hover):

![image](https://github.com/microsoft/vscode/assets/2193314/785d4414-e470-45f5-b3d5-d6ae977f6b7a)

Terminal command navigation (focus)

![image](https://github.com/microsoft/vscode/assets/2193314/79cec703-9a9c-4d67-b493-1ef801313ec7)

Notebook block (hover)

![image](https://github.com/microsoft/vscode/assets/2193314/e73cfbd2-5d6a-4e52-8867-cbfe39ef10e5)

Notebook block (focus)

![image](https://github.com/microsoft/vscode/assets/2193314/c039d436-076c-4d3b-ba26-20273a9bdacf)

Settings editor (hover)

![image](https://github.com/microsoft/vscode/assets/2193314/2b173948-6398-4a39-8e44-2ddd70c46ee9)

Settings editor (modified)

![image](https://github.com/microsoft/vscode/assets/2193314/21d60bde-211c-4923-8919-0984a9c92b66)

Settings editor (focus)

![image](https://github.com/microsoft/vscode/assets/2193314/64713851-b175-4617-bf43-c7f82bdbdaa5)

---

Similar highlights but probably shouldn't change:

Tree indent guide (hover):

![image](https://github.com/microsoft/vscode/assets/2193314/a31d20a2-a624-473e-9329-3bda6b8d5400)

Tree indent guide (focus):

![image](https://github.com/microsoft/vscode/assets/2193314/46fc0038-e460-4f1f-ad5e-2f8778a7546a)

Editor current indent guide (focus):

![image](https://github.com/microsoft/vscode/assets/2193314/e262759b-cc98-489b-882b-d33d70089ef2)
Repository: pytorch
Issue: `CUDAExtension` no longer works with `ccache`
Labels: module: cpp-extensions,module: cuda,triaged,enhancement,module: third_party

### 🐛 Describe the bug

`ccache` can't cache the compilation of PyTorch's `CUDAExtension`.

### Explanation:
**compilation dependency graph:**
https://github.com/pytorch/pytorch/commit/20812d69e5ab45ac2a491f22581e69e467f72467 / #108613 adds the flags `--generate-dependencies-with-compile --dependency-output /path/to/deps` to `nvcc` arguments.
This allows to dump the dependencies graph, and hence when a header file is modified, ninja will recompile the affected `.cu` files.

**ccache:**
When running `ccache nvcc args...`, it first runs the preprocessor by doing `nvcc -E args...` and can check if it has the compilation output in cache already.

**The issue:**
These compilation flags conflict ([nvcc doc](https://docs.nvidia.com/cuda/pdf/CUDA_Compiler_Driver_NVCC.pdf)), and when `ccache` runs `nvcc -E args...`, it fails with:
```
nvcc fatal   : '-MD'/'-MMD' is not supported when '-E' is also specified
# Note: `-MD` is the alias for `--generate-dependencies-with-compile`
```
This is reported by ccache:
```
$ ccache -s -v
# ...
Uncacheable calls:      3941 / 4814 (81.87%)
  Called for linking:     63 / 3941 ( 1.60%)
  No input file:         100 / 3941 ( 2.54%)
  Preprocessing failed: 3778 / 3941 (95.86%)  # <-- here
# ...
Local storage:
  Cache size (GB):       0.0 /  5.0 ( 0.00%)
# ...
```

### Solutions/workarounds?
* There is another option `--generate-dependencies` that is compatible with `-E` - but this means you need to have an extra step to generate a dependencies, before you run the compilation (so 2 calls to `nvcc`).
* Otherwise it's quite annoying as we can't "cancel" this flag with another flag. So maybe guard this with an env variable? For instance in CI we use `ccache` to speedup the builds, now we have to pay the 20mn compilation time every time :(
 
cc @malfet @zou3519 @ptrblck @seemethere @QuarticCat @ezyang @fmassa 

### Versions

(irrelevant)
Repository: flutter
Issue: [web] Native text editing on web using platform views
Labels: a: text input,customer: crowd,platform-web,P2,design doc,team-web,triaged-web,:scroll:

### Document Link

https://flutter.dev/go/web-native-text-editing

### What problem are you solving?

The current text editing system doesn't support a lot of core text editing functionality on the web (e.g. autofill, spellcheck, [and more](https://github.com/flutter/flutter/issues/120613)).  This document proposes using platform views so that we can implement a more native text editing experience on the web for our users.
Repository: pytorch
Issue: Inplace update to buffers doesn't work with `aot_compile`
Labels: export-triaged,oncall: export

### 🐛 Describe the bug

Mutating a buffer in-place doesn't work with `aot_compile`, throws AssertionError and no helpful error message.

```python
import torch

class Model(torch.nn.Module):
    def __init__(self):
        super().__init__()
        self.register_buffer("cache", torch.zeros(1,2))
    def forward(self, x):
        self.cache[0,1] = x.sum()
        return x

model = Model()
x_in = torch.ones(3,5)

torch._export.aot_compile(model, (x_in,))
``` 

### Versions

origin/main

cc @avikchaudhuri @gmagogsfm @zhxchen17 @tugsbayasgalan @angelayi @suo @ydwu4
Repository: godot
Issue: GPUParticles2D regression with spread and velocity
Labels: bug,regression,topic:2d,topic:particles

### Godot version

4.2

### System information

Godot v4.2.stable - macOS 14.1.1 - Vulkan (Mobile) - dedicated AMD Radeon RX 6800

### Issue description

I am seeing regressions for my GPUParticles2D in 4.2, it looks like spread and velocity isn't working as before in 4.1.2 / 4.1.3.

In my particle setup I am using explosiveness of 1, constant initial velocity of 140, spread of 180, flatness of 1, gravity of 0, disable z. (The angular velocity seen in the video is just for flair to have them tilted.)

Crucially, the direction was set to just x, setting it to x and y didn't make a difference before 4.2 (at least with a spread of 180).
The video below for 4.2 shows the particle system loaded as is, unchanged, so direction set to x. 

Particle system in 4.1.2 / 4.1.3
https://github.com/godotengine/godot/assets/13589801/3b63ea77-d4e8-428e-b2b8-36212d17ff2b

Same particle system loaded in 4.2
https://github.com/godotengine/godot/assets/13589801/3438138d-0efb-4cad-b850-1af0dfd2dc33

In 4.2, if I set the direction to x and y, the spread looks a bit better, but is not random as before, instead it's just on a left to right diagonal axis all the time, so the particles just move to two quadrants.

In 4.2 the velocity seems to be random, even though the initial velocity is set to a constant value via min/max. 




### Steps to reproduce

N/A

### Minimal reproduction project

N/A
Repository: electron
Issue: [Feature Request]: macOS securityScopedBookmarks in Drag and Drop event
Labels: enhancement :sparkles:

### Preflight Checklist

- [X] I have read the [Contributing Guidelines](https://github.com/electron/electron/blob/main/CONTRIBUTING.md) for this project.
- [X] I agree to follow the [Code of Conduct](https://github.com/electron/electron/blob/main/CODE_OF_CONDUCT.md) that this project adheres to.
- [X] I have searched the [issue tracker](https://www.github.com/electron/electron/issues) for a feature request that matches the one I want to file, without success.

### Problem Description

As far as I have seen, it is not possible to get the `bookmarks` (`securityScopedBookmarks`) on files or folders that have been drag and drop into electron app.

In my app it is possible to open and add files using drag and drop, but in macOS store app I can't access them again once the app is closed and opened again.

### Proposed Solution

The drop event should return the `bookmark` on macOS store app, something like this:

``` js
window.addEventListener('drop', handleDrop);

function handleDrop(event)
{
	event.dataTransfer.files[0].path;
	event.dataTransfer.files[0].bookmark;
}
```

### Alternatives Considered

I can't think of any other alternative.

### Additional Information

_No response_
Repository: deno
Issue: `Deno.inspect`: Modify format of non-enumerable string property names
Labels: suggestion,ext/console

Continuation of https://github.com/denoland/deno/issues/18435#issuecomment-1836510059

When using [`Deno.inspect`](https://deno.land/api@v1.38.4?s=Deno.inspect) with the option [`showHidden`](https://deno.land/api@v1.38.4?s=Deno.InspectOptions#prop_showHidden) set to `true`, it formats non-enumerable string property names unquoted and surrounded by brackets.

This notation is not documented. In source code, it indicates a [computed property name](https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Operators/Object_initializer#computed_property_names), so it suggests that the property name is a program identifer and not a string.

This lack of clarity is increased when the option [`colors`](https://deno.land/api@v1.38.4?s=Deno.InspectOptions#prop_colors) is set to `true` because the string property name is not printed in the same color as other strings.

Here's a reproducible example:

`inspect_example.ts`:
```ts
for (const enumerable of [true, false]) {
  const obj = {};

  for (const value of ["foo", "   padded       "]) {
    const descriptor: PropertyDescriptor = { enumerable, value };
    Object.defineProperty(obj, value, descriptor);
  }

  const opts: Deno.InspectOptions = {
    colors: true,
    compact: false,
    showHidden: true,
  };

  const formatted = Deno.inspect(obj, opts);
  console.log("enumerable:", enumerable, formatted);
}

```

Terminal output:

```txt
% deno --version
deno 1.38.4 (release, aarch64-apple-darwin)
v8 12.0.267.1
typescript 5.2.2

% deno run inspect_example.ts
enumerable: true {
  foo: "foo",
  "   padded       ": "   padded       "
}
enumerable: false {
  [foo]: "foo",
  [   padded       ]: "   padded       "
}

```

Screenshot of terminal output:

<img width="407" alt="deno_inspect_output" src="https://github.com/denoland/deno/assets/868251/2d9c7437-db64-4678-aef8-6a820b74f5f4">

---

Toward a solution:

Formatting the string properties as quoted and colorized strings instead of as bare characters (just like string values are formatted) would resolve the ambiguity regarding identifier-as-computed-property-name issue. It doesn't solve the issue of the undocumented bracket notation being used to indicate the non-enumerable attribute of the property. I think more contemplation and discussion about notation might be useful in that regard.
Repository: godot
Issue: Using an app that uses audio Exclusive Mode on windows causes an infinite amount of errors, only fixed via reset.
Labels: bug,topic:audio

### Godot version

4.2

### System information

Godot v4.2.stable.mono - Windows 10.0.22621 - GLES3 (Compatibility) - NVIDIA GeForce RTX 4090 (NVIDIA; 31.0.15.4584) - AMD Ryzen 7 7700X 8-Core Processor (16 Threads)

### Issue description

I use exclusive mode with Tidal in order to give audio controls to my amp, which sometimes does cause errors in some apps (like Unity). However, those errors are either once-and-done, or repairs themselves once I close Tidal. The issue is that Godot shoots hundreds of errors per second and doesn't stop even if the problem is fixed, requiring a restart.

In fact, it generates so many errors, it crashed another game I was playing because it was taking 43gb of RAM from sheer errors. If you don't notice it happening, it can be surprising.

![image](https://github.com/godotengine/godot/assets/7960042/23e7c352-054c-4e00-aabf-c4091826134f)


### Steps to reproduce

1. Have Godot opened in a project.
2. Use an app, like Tidal, with the ability to take Exclusive Mode of your audio source.
3. Make it take Exclusive Mode and wait a bit for Godot to register it.

### Minimal reproduction project

Works on an empty project without audio playing.
Repository: puppeteer
Issue: Upgrade the mime package
Labels: bug,confirmed,P3

Version 4.0.0 has breaking changes https://github.com/broofa/mime/blob/main/CHANGELOG.md

In particular, no CJS support. 

We need to upgrade and run `@dependabot unignore mime` once done. cc @jrandolf @Lightning00Blade
Repository: pytorch
Issue: Subclass metadata mutation is broken in AOTAutograd
Labels: low priority,triaged,tensor subclass,oncall: pt2,module: aotdispatch,module: pt2-dispatcher

Repro:

```python
import torch
from functorch.compile import aot_function, nop
from torch.testing._internal.two_tensor import TwoTensorMode

def f(a):
    a.transpose_(1, 0)
    tmp = a.mul(2)
    return tmp.transpose(1, 0)

compiled_f = aot_function(
    f,
    fw_compiler=nop,
    bw_compiler=nop,
    decompositions=None,
    keep_inference_input_mutations=True,
    dynamic=False
)

with TwoTensorMode():
    inp = torch.ones(1, 2, 4).clone()
compiled_f(inp)
```

With the new `outer_stride` arg in `__tensor_unflatten__()`'s signature introduced in #114311, this trips the assert with invalid strides:
```
AssertionError: Expected return value from <class 'torch.testing._internal.two_tensor.TwoTensor'>__tensor_unflatten__() to have stride equal to (8, 4, 1), but got: (4, 4, 1)
```

More investigation is needed. cc @ezyang @msaroufim @albanD @wconstab @bdhirsh @anijain2305 @zou3519
Repository: flutter
Issue: [go_router_builder] fragment as a parameter
Labels: c: new feature,package,c: proposal,P2,p: go_router_builder,team-go_router,triaged-go_router

### Is there an existing issue for this?

- [X] I have searched the [existing issues](https://github.com/flutter/flutter/issues)
- [X] I have read the [guide to filing a bug](https://flutter.dev/docs/resources/bug-reports)

### Use case

I would like to use go_router_builder for my app, but the problem i have right now is that i want to use the fragment instead of path or query parameters (ex for say, a file path)

The problem is, i dont see any way to define that without breaking the generator.

```dart
class ServerFileEditorRoute extends GoRouteData {
  ServerFileEditorRoute({
    required this.serverId,
    required this.filePath, // should be using the fragment, not query parameter.
  });
/* different issue
  ServerFileEditorRoute.typed({
    required this.serverId,
    required FileUri filePath,
  }) : filePath = filePath.fullPath;
*/
  final ServerId serverId;
  final String filePath;

  @override
  Widget build(BuildContext context, GoRouterState state) {
    return ServerFileEditorPage(
      key: state.pageKey,
      serverId: serverId,
      // TODO: pass in the path somehow
      // filePath: FileUri(state.uri.fragment), // might work, but then i cant specify it in the constructor
      filePath: FileUri(filePath),
    );
  }

  // ensures the fragment is valid, since i want to use it for the parameter
  @override
  FutureOr<String?> redirect(BuildContext context, GoRouterState state) async {
    if (!state.uri.hasFragment) {
      return '../';
    }
    return null;
  }
}
```
### Proposal

Perhaps a `$fragment` the same way we have `$extra`?
Repository: PowerToys
Issue: Not able to change screenshot tool from Print Screen button.
Labels: Issue-Bug,Needs-Triage,Needs-Team-Response

### Microsoft PowerToys version

0.75.1

### Installation method

GitHub

### Running as admin

Yes

### Area(s) with issue?

General

### Steps to reproduce

Trying to disable any of the tools that is currently assigned to the Print Screen button, so I can use the button in another software in parallel.

### ✔️ Expected Behavior

Be able to release the usage or biding of the Print Screen key in the keyboard to any other software.

### ❌ Actual Behavior

Currently, the software binds its own screenshot tool to the printscreen key and does not offer to disable this behavior as a toggle or something.

### Other Software

Using in parallel with SnagIt, having conflicts with it.