sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: godot
Issue: Can't use window manager shortcuts to resize/fullscreen/minimize a floating game window anymore depending on focus
Labels: bug,platform:linuxbsd,topic:editor,topic:porting

- *Related to https://github.com/godotengine/godot/issues/100883.*

### Tested versions

- Reproducible in: 4.4.dev 24d74510e

### System information

Godot v4.4.dev (24d74510e) - Fedora Linux 41 (KDE Plasma) on X11 - X11 display driver, Multi-window, 1 monitor - Vulkan (Forward+) - dedicated NVIDIA GeForce RTX 4090 (nvidia; 565.77) - 13th Gen Intel(R) Core(TM) i9-13900K (32 threads)

### Issue description

Since window embedding was implemented, it's not possible to use use window manager shortcuts to resize/fullscreen/minimize a floating game window anymore depending on which window is focused (the floating game window or the window embedded within). This is because these shortcuts are received by the embedded game window placed on top of the floating game window, not the floating game window itself.

On KDE X11, the following actions are affected when the embedded window has focus:

- <kbd>Alt + F9</kbd> (custom shortcut to minimize window)
- <kbd>Alt + F11</kbd> (custom shortcut to toggle fullscreen)

The shortcut to maximize the window works though (<kbd>Alt + F10</kbd> custom shortcut).

To resolve this, we should allow resizing the embedded game window and have the floating game window automatically adapt itself. This means there would be a two-way approach to window resizing: you can either resize the floating game window and have the embedded window adapt itself (taking its chrome[^1]'s size into account), or the other way around.

Here, I toggle fullscreen by pressing <kbd>Alt + F11</kbd> after initially running the project (the floating game window has focus). The embedded window then automatically gains focus because my mouse cursor is over it[^2], and I can't press the same shortcut to leave fullscreen until I click outside the embedded window.

https://github.com/user-attachments/assets/7a564916-f03d-43af-9a9c-e8b860a460b7

Implementing two-way window mangement would also resolve issues where the embedded window can get out of sync because you forcibly moved it, e.g. by making its window border visible with a custom shortcut, moving it with <kbd>Super + Left mouse button</kbd> or pressing <kbd>Super + Up arrow</kbd> which moves it to the upper half of the screen:

https://github.com/user-attachments/assets/4eeece17-d533-4dca-aa31-ba6893678b03

[^1]: "chrome" refers to the decorations/UI around the embedded window.
[^2]: This is behavior implemented by Godot, I'm not using a "focus follows mouse" configuration.

### Steps to reproduce

- Run a project with a floating game window.
- Try to use window manager manipulation shortcuts on the game window itself (i.e. the viewport, not the chrome around it).

### Minimal reproduction project (MRP)

N/A
Repository: flutter
Issue: Flutter Notable Commits - 2025
Labels: framework,engine,P1,permanently locked,team-framework,triaged-framework

 <!--- From https://upload.wikimedia.org/wikipedia/commons/e/e3/Weighing_a_marlin_on_a_wharf_%28AM_74863-1%29.jpg --->
<img src="https://user-images.githubusercontent.com/1377460/221257032-4e8a1ee4-5250-4ecb-9df9-4f03817d5e08.jpeg" align="left" width="250" />
<p>
For years, Flutter's Framework team has been reviewing "notable commits" in our weekly staff meeting at Google. The notable commits are a lightly curated list of the pull requests that have landed in the previous week. The goal is to celebrate our progress and the developers who have contributed to that progress.  Unfortunately, many of those developers have not been in the weekly staff meeting's conference room, they come from other teams within Google and the wider Flutter community.
</p> 
<p>
Each list typically covers about one week and is not comprehensive. Its focus is on commits to Flutter's framework "flutter/flutter" repo that involved the Framework team as pull-request authors or reviewers. That's not strictly true however, we all contribute to many repos - not the least of which is "flutter/packages" - and you'll find evidence of that here. And not all of the commits listed here necessarily involved someone from the Framework or Engine team. One final observation about the participants in the list below is the large number of contributions that have come from the Flutter community. We are blessed with a an active and generous developer community. Each week's notable commits list is a tribute to everyone who has helped advance Flutter, not just Google's Framework team.
</p>


#### Prior Notable Commits

- [2024](https://github.com/flutter/flutter/issues/121415)
- [2023](https://github.com/flutter/flutter/issues/121415)
Repository: transformers
Issue: from_pretrained fails to save weights.py and layers.py into cache, therefore fails to find them in cache
Labels: bug

- weights.py and layers.py confirmed exist in local model folder, originally saved via cloning (attempt1) and via save_pretrained (attempt2)
- attempting to set custom cache dir as argument or by TRANSFORMERS_CACHE ENV... both ways no effect
- cache folder and other files are saved successfully, so not a permissions issue

### System Info

- `transformers` version: 4.48.0
- Platform: Linux-6.8.0-51-generic-x86_64-with-glibc2.39 (ubuntu 24.04.1)
- Python version: 3.12.3
- Huggingface_hub version: 0.27.1
- Safetensors version: 0.5.2
- Accelerate version: not installed
- Accelerate config: not found
- PyTorch version (GPU?): 2.5.1+cu124 (False)
- Tensorflow version (GPU?): not installed (NA)
- Flax version (CPU?/GPU?/TPU?): not installed (NA)
- Jax version: not installed
- JaxLib version: not installed
- Using distributed or parallel set-up in script?: no


### Who can help?

_No response_

### Information

- [ ] The official example scripts
- [ ] My own modified scripts

### Tasks

- [ ] An officially supported task in the `examples` folder (such as GLUE/SQuAD, ...)
- [ ] My own task or dataset (give details below)

### Reproduction

```
from transformers import AutoModelForCausalLM

model = AutoModelForCausalLM.from_pretrained("/path/to/model", trust_remote_code=True, local_files_only=True)
```

### Expected behavior

cache is generated with all relevant model files saved successfully, then loaded from cache for loading the model.
Repository: kubernetes
Issue: [Compatibility Version] Provide option for a feature to opt out of emulated version
Labels: sig/api-machinery,sig/architecture,triage/accepted

### Why is this needed?
If a Beta feature is going through a lot of changes, it could be impractical to be fully emulate the old behavior at the emulated version: it might mean a lot of `if else` statements. 

### What should we do?
Instead of failing at unexpected places, or emulate the feature with unpredictable behavior, we can let the feature owner declare a feature is not emulatible. So if the feature is set to true, and emulated version is not equal to the binary version, we can return error at start up time after parsing the flags. 

This exception should be used with great caution, and it should mostly be used for Beta features that are false by default, and are still evolving a lot or are switching to use a new API with non backward compatible data changes.
Repository: godot
Issue: Float-to-int cast and rounding math functions are inconsistent between platforms on non-finite cases
Labels: bug,topic:core,topic:porting

### Tested versions

- Reproducible in: v4.3.stable.flathub [77dcf97d8]

### System information

Phone:
Android 10, Samsung Galaxy J6+ (SM-J610G), armeabi-v7a - OpenGL API OpenGL ES 3.0 V@415.0 (GIT@d39f783, I79de86aa2c, 1591296226) (Date:06/04/20) - Compatibility - Using Device: Qualcomm - Adreno (TM) 308

PC (x64):
Godot v4.3.stable (77dcf97d8) - Freedesktop SDK 24.08 (Flatpak runtime) - X11 - GLES3 (Compatibility) - Mesa Intel(R) HD Graphics 5500 (BDW GT2) - Intel(R) Core(TM) i5-5300U CPU @ 2.30GHz (4 Threads)

### Issue description

The GDScript math functions that round/cast a float to int (i.e. `ceili`, `floori`, `roundi`, `snappedi`, and `int` cast/constructor) are inconsistent between platforms on the edge cases of `(-/+)INF` and `NAN`. I'm going to guess this causes a bunch of other very hard-to-detect issues (like it did for me).

On Android it's not returning the same as on Web and in Linux (the editor).
I haven't tested other versions or other platforms.
I'm using GDScript, not the .NET-enabled version of Godot.

If you're providing these functions in core/GDScript, then I would expect at least consistency between platforms.
Android is the weird one here, since others seem to treat them as the `-9223372036854775808` negative limit value.

Then again ... even .NET itself seems to handle these differently by versions on my tests:
`csharp` command (Mono / .NET Framework 4) casts NaN,Infinity to `-9223372036854775808`
`dotnet-script` command (.NET 8) casts NaN,Infinity to `0`
No idea how e.g. C++ etc. handle these, or if it can be platform/architecture/language-dependent.

### Steps to reproduce

```gdscript
func _enter_tree() -> void:
	prints(int(-INF), int(INF), int(NAN)) # int cast is equivalent to a truncatei operation
	prints(ceili(-INF), ceili(INF), ceili(NAN))
	prints(floori(-INF), floori(INF), floori(NAN))
	prints(roundi(-INF), roundi(INF), roundi(NAN))
	prints(snappedi(-INF, 0.5), snappedi(INF, 0.5), snappedi(NAN, 0.5))
```
All of these print:
- on Linux editor and Web: `-9223372036854775808 -9223372036854775808 -9223372036854775808`
- on the Android device: `-1 1 0`

IMHO, neither of the results above seem right (though Android seems very wrong).
I would expect this:
- `INF` input: treated as `0x7FFFFFFFFFFFFFFF` = `9223372036854775807` (max value)
- `-INF` input: treated as `0x8000000000000001` = `-9223372036854775807` (negative of max value);  
    either that or `0x8000000000000000` = `-9223372036854775808` (negative limit value)
- `NAN` input: treated as `0x8000000000000000` = `-9223372036854775808` (value with no positive counterpart)

Granted, I guess these aren't extremely reliable ... but this would IMHO be more consistent when making comparisons involving infinite cases. But I'm reporting this mostly because of the Android inconsistency (hidden bug?).

### Minimal reproduction project (MRP)

N/A
Repository: flutter
Issue: Cocoon `listFiles()` logic is faulty: only looks at the first 30 files in the PR!
Labels: team-infra,P1,c: tech-debt

Cocoon [uses a wrapper](https://github.com/flutter/cocoon/blob/00e056313e88d81ea5a96bea24f78f05b86b105e/app_dart/lib/src/service/github_service.dart#L270-L281) around the GitHub REST API that calls ["List pull request files"](https://docs.github.com/en/rest/pulls/pulls?apiVersion=2022-11-28#list-pull-requests-files):

```dart
/// Returns changed files for a [PullRequest].
///
/// See more:
///   * https://developer.github.com/v3/pulls/#list-pull-requests-files
Future<List<String>> listFiles(PullRequest pullRequest) async {
  final List<PullRequestFile> files =
      await github.pullRequests.listFiles(pullRequest.base!.repo!.slug(), pullRequest.number!).toList();
  log.fine('List of files: $files');
  return files.map((PullRequestFile file) {
    return file.filename!;
  }).toList();
}
```

As noted on <https://docs.github.com/en/rest/pulls/pulls?apiVersion=2022-11-28#list-pull-requests-files>:

> Responses include a maximum of 3000 files. The paginated **response returns 30 files per page by default**.

That is, in our current implementation, which uses `listFiles()` for a number of things including the implementation of `.ci.yaml`'s `runIf`, _if_ you change more than roughly 30 files (potentially less if the patches are large), we will erroneously compute what to run/not run.
Repository: PowerToys
Issue: The software fails to enable the automatic display sleep on Windows systems.
Labels: Issue-Bug,Needs-Triage

### Microsoft PowerToys version

0.87.1

### Installation method

Microsoft Store

### Running as admin

None

### Area(s) with issue?

Awake

### Steps to reproduce

After installing the software, using the system's power management to automatically turn off the display causes the system to immediately wake up each time the screen is turned off, preventing it from entering sleep mode. However, if the software is uninstalled, the system's sleep functionality returns to normal.

This translation conveys that the installed software interferes with the power management settings, causing an issue where the system does not properly maintain a sleep state. Uninstalling the software resolves this conflict and restores normal sleep functionality.

### ✔️ Expected Behavior

_No response_

### ❌ Actual Behavior

_No response_

### Other Software

_No response_
Repository: go
Issue: proposal: sync: add WaitGroup.Notify to use with select
Labels: Proposal,LibraryProposal

## Background

Integrating `WaitGroup` with `select` statements, especially in context-aware operations where cancellation might be necessary, requires creating an additional channel for signaling. 

## Proposal

I propose extending `sync.WaitGroup` with a new method:

```go
func (wg *WaitGroup) Notify() <- chan struct{}
```

This method would return a channel that is closed when `WaitGroup.Wait` returns.

## Example

Instead of:

```go
c := make(chan struct{})
go func() {
    wg.Wait()
    close(c)
}()

select {
case <-ctx.Done():
    return context.Cause(ctx)
case <-c:
    return nil
}
```

You could do:

```go
select {
case <- ctx.Done():
    return context.Cause(ctx)
case <- wg.Notify():
    return nil
}
```

## Conclusion

This boilerplate it replaces is small, but I believe it does a lot to bring `WaitGroup` closer to the built-in concurrency tools offered by the language.

CC #71076.
Repository: tauri
Issue: [bug] Cannot start iOS simulator without external network
Labels: type: bug,status: needs triage

### Describe the bug

Hey,

When trying to start iOS simulator with `RUST_BACKTRACE=full. bun run tauri ios dev --host` I am unable to do so and tauri exits with the following stacktrace:

```
No external IP detected.
stack backtrace:
   0:        0x11b54c5bc - _napi_register_module_v1
   1:        0x11b179d84 - _bz_internal_error
   2:        0x11b51cdf0 - _napi_register_module_v1
   3:        0x11b54e91c - _napi_register_module_v1
   4:        0x11b54f044 - _napi_register_module_v1
   5:        0x11b54e9bc - _napi_register_module_v1
   6:        0x11b54e954 - _napi_register_module_v1
   7:        0x11b54e948 - _napi_register_module_v1
   8:        0x11b94cecc - _napi_register_module_v1
   9:        0x11b69945c - _napi_register_module_v1
  10:        0x11b6985d0 - _napi_register_module_v1
  11:        0x11b9687e0 - _napi_register_module_v1
  12:        0x11b96c4bc - _napi_register_module_v1
  13:        0x11b72d1b8 - _napi_register_module_v1
  14:        0x11b748914 - _napi_register_module_v1
  15:        0x11b73fbf4 - _napi_register_module_v1
  16:        0x11b0b65ac - <unknown>
  17:        0x11b0bfdfc - <unknown>
  18:        0x11b551a6c - _napi_register_module_v1
  19:        0x189f482e4 - __pthread_deallocate
```

This only happens when I'm entirely off-the-grid disconnected from WiFi and Ethernet. Most of the time that's fine, but occasionally my workflow requires me to work offline and in those cases I am unable to start the simulator.

FWIW, `bun run tauri dev` works fine.

### Reproduction

_No response_

### Expected behavior

I am able to work offline with the simulator.

### Full `tauri info` output

```text
$ tauri info

[✔] Environment
    - OS: Mac OS 15.2.0 arm64 (X64)
    ✔ Xcode Command Line Tools: installed
    ✔ rustc: 1.82.0 (f6e511eec 2024-10-15)
    ✔ cargo: 1.82.0 (8f40fc59f 2024-08-21)
    ✔ rustup: 1.27.1 (54dd3d00f 2024-04-24)
    ✔ Rust toolchain: stable-aarch64-apple-darwin (default)
    - node: 22.11.0
    - npm: 10.9.0
    - bun: 1.1.34

[-] Packages
    - tauri 🦀: 2.2.1
    - tauri-build 🦀: 2.0.5
    - wry 🦀: 0.48.0
    - tao 🦀: 0.31.1
    - @tauri-apps/api : 2.2.0
    - @tauri-apps/cli : 2.2.3

[-] Plugins
    - tauri-plugin-http 🦀: 2.2.0
    - @tauri-apps/plugin-http : 2.2.0
    - tauri-plugin-shell 🦀: 2.2.0
    - @tauri-apps/plugin-shell : 2.2.0
    - tauri-plugin-fs 🦀: 2.2.0
    - @tauri-apps/plugin-fs : not installed!

[-] App
    - build-type: bundle
    - CSP: unset
    - frontendDist: ../dist
    - devUrl: http://localhost:1420/
    - framework: React
    - bundler: Vite

[-] iOS
    - Developer Teams: XXX (ID: XXX)
```


### Stack trace

_No response_

### Additional context

_No response_
Repository: PowerToys
Issue: POWER RUN DOES NOT WORK PROPERLY
Labels: Issue-Bug,Needs-Triage

### Microsoft PowerToys version

0.87.1

### Installation method

Microsoft Store

### Running as admin

None

### Area(s) with issue?

PowerToys Run

### Steps to reproduce

Execute the keyboard command to use Power Run

### ✔️ Expected Behavior

The keyboard command (default or custom) may show the search bar

### ❌ Actual Behavior

The command only works when the PowerToys window is selected, sometimes the error is fixed when PowerToys is restarted

### Other Software

_No response_
Repository: transformers
Issue: running utills.fx.symbolic_trace on gp2 raised an error: torch.fx.proxy.TraceError: Proxy object cannot be iterated, which does not occur in the previous version 
Labels: bug

### System Info

- `transformers` version: 4.48.0
- Platform: Linux-4.18.0-535.el8.x86_64-x86_64-with-glibc2.28
- Python version: 3.9.21
- Huggingface_hub version: 0.27.0
- Safetensors version: 0.4.5
- Accelerate version: 1.2.1
- Accelerate config:    - compute_environment: LOCAL_MACHINE
        - distributed_type: MULTI_GPU
        - mixed_precision: no
        - use_cpu: False
        - debug: False
        - num_processes: 8
        - machine_rank: 0
        - num_machines: 1
        - rdzv_backend: static
        - same_network: False
        - main_training_function: main
        - enable_cpu_affinity: False
        - downcast_bf16: False
        - tpu_use_cluster: False
        - tpu_use_sudo: False
- PyTorch version (GPU?): 2.5.1 (True)
- Tensorflow version (GPU?): not installed (NA)
- Flax version (CPU?/GPU?/TPU?): not installed (NA)
- Jax version: not installed
- JaxLib version: not installed
- Using distributed or parallel set-up in script?: <fill in>
- Using GPU in script?: <fill in>
- GPU type: NVIDIA A100-SXM4-80GB

### Who can help?

_No response_

### Information

- [ ] The official example scripts
- [ ] My own modified scripts

### Tasks

- [ ] An officially supported task in the `examples` folder (such as GLUE/SQuAD, ...)
- [ ] My own task or dataset (give details below)

### Reproduction

```
from transformers import GPT2Model, GPT2Config
from transformers.utils import fx

config = GPT2Config.from_pretrained("gpt2")
model = GPT2Model(config)

trace = fx.symbolic_trace(model, input_names=["input_ids", "attention_mask"])
```

....
File "/.conda/envs/venv/lib/python3.9/site-packages/torch/fx/proxy.py", line 327, in iter
raise TraceError('Proxy object cannot be iterated. This can be '
torch.fx.proxy.TraceError: Proxy object cannot be iterated. This can be attempted when the Proxy is used in a loop or as a *args or **kwargs function argument. See the torch.fx docs on pytorch.org for a more detailed explanation of what types of control flow can be traced, and check out the Proxy docstring for help troubleshooting Proxy iteration errors

### Expected behavior

No error.
Repository: rust
Issue: Building rustc-1.84.0 tarball fails when using system LLVM
Labels: A-LLVM,O-macos,T-bootstrap,C-bug,O-apple

I have LLVM 19.1.6 installed on my system, and when building, I encounter the following:

```
Dist rust-std-1.84.0-x86_64-apple-darwin
	finished in 0.534 seconds
Installing stage2 std (x86_64-apple-darwin)
install: creating uninstall script at /tmp/dst.rustc/usr/local/lib/rustlib/uninstall.sh
install: installing component 'rust-std-x86_64-apple-darwin'

    rust std installed.

thread 'main' panicked at src/lib.rs:1708:24:
src.symlink_metadata() failed with No such file or directory (os error 2) ("src = /tera/tera/debo/Projects/rustc/rustc-1.84.0-src/build/x86_64-apple-darwin/stage2/lib/rustlib/x86_64-apple-darwin/bin/llvm-objcopy")
note: run with `RUST_BACKTRACE=1` environment variable to display a backtrace
Build completed unsuccessfully in 0:29:14
```

It appears that it is trying to invoke a built copy of `llvm-objcopy`, when it should be using the installed version.

This is a regression.
Repository: PowerToys
Issue: MiniDump settings
Labels: Needs-Triage

### Description of the new feature / enhancement

I would really like to see a tweaker that would allow us to set a windows memory dump to save in a particular place with a particular name that can be created by using varialbles. Mainly I want to see a way to save every crash with a name that uses the date in a format like yyyy-mm-dd. 

### Scenario when this would be used?

I am currently struggling with a random repeating blue screen error, and this would help me immensely to keep a record of each crash.

### Supporting information

_No response_
Repository: godot
Issue: Static typing for for loop variable errors on invalid references
Labels: bug,discussion,topic:gdscript

### Tested versions

v4.3.stable.official [77dcf97d8]

### System information

Godot v4.3.stable - Windows 10.0.19045 - Vulkan (Forward+) - dedicated NVIDIA GeForce RTX 2060 (NVIDIA; 32.0.15.6636) - AMD Ryzen 5 7600X 6-Core Processor (12 Threads)

### Issue description

v4.3.stable.official [77dcf97d8]

The recently added static typing for for loop variables here https://github.com/godotengine/godot/pull/80247 has a weird quirk that I feel like I may be considered a bug, or at least strange behavior. 

If you are looping over an array that contains node references, and one of those nodes gets freed, `<Freed Object>` remains in its index. While normally you can use `is_instance_valid()` for validating your node references, trying to do this in a typed for loop will fail with the error "Trying to assign invalid previously freed instance" at the "for" line, before it even gets to where you can validate it. However, it's possible to get around this by removing the type from the loop variable and checking it after the instance is validated, but that then makes typing the loop variable questionable in the first place. Since I think that may be unclear, here's some example code of what I mean:

```gdscript
# Tested with an Array with some generic Node2Ds
var objects_to_be_freed: Array = get_tree().get_nodes_in_group("object_freeing")

# After any of those nodes is freed...

# Runs without error
for object in objects_to_be_freed:
	if is_instance_valid(object):
		print("Valid!")
	else:
		print("Invalid!")

# Will cause error: "Trying to assign invalid previously freed instance"
for object: Node2D in objects_to_be_freed: # Errors at this line
	if is_instance_valid(object): # I would expect this line to be how to catch the invalid reference before error
		print("Valid!")
	else:
		print("Invalid!")

# Runs without error and effectively keeps static typing as far as I can tell
for object in objects_to_be_freed:
	if is_instance_valid(object) and object is Node2D:
		print("Valid!")
	else:
		print("Invalid!")
```
This makes me wonder if this behavior is intended, and if it is intended, why? The 3rd block (the workaround) seems like it would be the best way to handle this in all cases, and if that's the case, then why isn't the first block just interpreted the same way by the engine? 

I would expect the first block to work without error as written, simply printing "Invalid!" if the object was freed.

### Steps to reproduce

Make an array, add node references to it, free any of the nodes without clearing the reference, create a for loop to iterate over that array, and make the for loop variable typed to those nodes. Tested this with the code snippet in the issue description.

### Minimal reproduction project (MRP)

N/A