sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: godot
Issue: HTML5 games cannot write to clipboard on Chrome
Labels: bug,platform:web,topic:porting

### Godot version

4.1.1

### System information

Windows 10 - Chrome Version 116.0.5845.141 (Official Build) (64-bit)

### Issue description

When a HTML5 game attempts to use `DisplayServer.clipboard_set(str)` in Chrome, this error appears.

![image](https://github.com/godotengine/godot/assets/8879206/a47a682e-683e-46e9-afc0-afc93b6a825a)

While it claims to be a permission issue, I've tried forcing Chrome to allow any clipboard access, but this had no effect.

I'm guessing Godot is simply not accessing the Clipboard API in the way Chrome expects, when running `DisplayServer.clipboard_set("some string")`

### Steps to reproduce

1. Create a script that attempts to set the clipboard contents through `DisplayServer.clipboard_set("some string")`
2. Export the game as a Web build
3. Run it in the latest version of Chrome
4. The console will print the error when the clipboard is set, and nothing is written to the clipboard

### Minimal reproduction project

It's a bit tricky to make an MRP for this since testing it requires uploading it somewhere that allows a secure context so it can be opened in Chrome. The project where I have the issue is here, though: https://lunarexxy.itch.io/tudaily

There's a Copy to Clipboard button at the bottom of the screen which only runs `DisplayServer.clipboard_set("some string")`. Hopefully that will suffice.
Repository: godot
Issue: OS_LinuxBSD::shell_open does not unset LD_PRELOAD, which breaks Chrome w/ Steam on Linux
Labels: discussion,platform:linuxbsd,topic:porting

### Godot version

4.2.x master [16a93563bfd3b02ca0a8f6df2026f3a3217f5571]

### System information

Godot v4.2.dev (262d1eaa6) - Ubuntu 20.04.6 LTS (Focal Fossa) - X11 - Vulkan (Forward+) - dedicated AMD Radeon RX 6800 XT - AMD Ryzen 9 5900X 12-Core Processor (24 Threads)

### Issue description

Steam injects Overlays.

It does so by using `LD_PRELOAD`.

Because the apps we open inherit our environment variables, trying to open Chrome with OS_LinuxBSD::shell_open, e.g. `OS::get_singleton()->shell_open( "https:://www.google.com" );` will fail.

The reason for this failure is that Chrome performs integrity checks to detect whether it's being tampered.

Chrome detects Steam's Overlays injection as potential malware and thus refuses to launch.

For reference SDL2 had the same problem and resolved it with these two commits: https://github.com/libsdl-org/SDL/commit/9b7b928765ce732ca3024a42d0281fea7192ecaf & https://github.com/libsdl-org/SDL/pull/4567

### Steps to reproduce

1. Open an URL with `OS::get_singleton()->shell_open( "https:://www.google.com" );`
2. Publish the project to Steam.
3. Ensure Steam Overlays are enabled on the client machine (usually on by default).
4. Ensure Chrome is the default browser that `xdg-open` will use.
5. Chrome will fail to load.

### Minimal reproduction project

None.
Repository: flutter
Issue: [gen-l10n] nested localizations broken
Labels: c: regression,framework,a: internationalization,has reproducible steps,P2,team-framework,triaged-framework,found in release: 3.13,found in release: 3.14

### 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)

### Steps to reproduce

This "[fix](https://github.com/flutter/flutter/pull/125514)" broke our use case:

### Expected results
```dart
  @override
  String onboardingDescription(int count) {
    String _temp0 = intl.Intl.pluralLogic(
      count,
      locale: localeName,
      other: 'ERROR: onboardingDescription for this index not found',
      two: '$onboardingThirdDescription',
      one: '$onboardingSecondDescription',
      zero: '$onboardingFirstDescription',
    );
    return '$_temp0';
```

### Actual results
```dart
    @override
  String onboardingDescription(int count) {
    String _temp0 = intl.Intl.pluralLogic(
      count,
      locale: localeName,
      other: 'ERROR: onboardingDescription for this index not found',
      two: '\$onboardingThirdDescription',
      one: '\$onboardingSecondDescription',
      zero: '\$onboardingFirstDescription',
    );
    return '$_temp0';
  }
```

### Code sample

<details><summary>Code sample</summary>

```json
{
    "onboardingDescription": "{count, plural, =0{$onboardingFirstDescription} =1{$onboardingSecondDescription} =2{$onboardingThirdDescription} other{ERROR: onboardingDescription for this index not found}}",
    "@onboardingDescription": {
        "placeholders": {
            "count": {
                "type": "int"
            }
        }
    },
    "onboardingFirstDescription": "View your upcoming and past games. Select a game and record it by pressing the red button.",
    "onboardingSecondDescription": "To record a game follow the set-up instructions. Once finished recording, save and upload later to get it analyzed.",
    "onboardingThirdDescription": "Upload your game's videos in My Recordings."
}

```

</details>


### Screenshots or Video

<details>
<summary>Screenshots / Video demonstration</summary>

[Upload media here]

</details>


### Logs

<details><summary>Logs</summary>

```console
[Paste your logs here]
```

</details>


### Flutter Doctor output

<details><summary>Doctor output</summary>

```console
[Paste your output here]
```

</details>
Repository: PowerToys
Issue: A feature to increase cursor precision for a short time 
Labels: Idea-New PowerToy,Needs-Triage

### Description of the new feature / enhancement

For example: pressing Ctrl + Shift + P would turn on/off cursor high precision mode.  Maybe an option could be offered to set the amount of precision (although this might not be necessary).

### Scenario when this would be used?

This would be useful for:

1. Placing a window in an exact position or re-sizing a window exactly, to within 1 pixel.

2. Drawing an exact rectangle on the desktop to take a screenshot.

3. When sizing/moving elements in any app, for example: design elements in Visual Studio.


### Supporting information

Wacom tablets have this feature when using a pen.
Repository: godot
Issue: Can't format `const` string with `const` values
Labels: bug,topic:gdscript

### Godot version

4.1.1.stable

### System information

Arch Linux

### Issue description

In my project, I used to define my version like so:
```gdscript
const version_major := 0
const version_minor := 2
const version_patch := 1
const version_extra := "beta"

const version_str := "%d.%d.%d-%s" % [version_major, version_minor, version_patch, version_extra]
```

This worked for Godot 3, but in Godot 4 it no longer lets me do this, although it should still be a const expression:
![image](https://github.com/godotengine/godot/assets/6501975/6e3ee169-29ec-46c5-aba2-81edb6a0cf95)

A few other experiments around this:
```gdscript
# Not allowed
const version_extra := "%d.%d" % [version_major, version_minor]
const version_extra := str(version_major)

# Allowed
const version_extra := "%d" % version_major
```

### Steps to reproduce

- Define constants
- Define a constant string, and use string formatting with multiple const values on it

### Minimal reproduction project

N/A
Repository: rust
Issue: Panic in `SystemTime::now()` when `clock_gettime()` fails
Labels: C-bug,T-libs

We got a report in https://github.com/chronotope/chrono/issues/634 that I don't know what to do with.

Apparently it is possible for `clock_gettime()` to fail on Unix with `EPERM`, maybe when running inside a container or sandbox (?). 

Relevant code:
https://github.com/rust-lang/rust/blob/1.72.0/library/std/src/sys/unix/time.rs#L272

Should this just remain a panic, or should something like `UNIX_EPOCH` be returned instead?
Repository: vscode
Issue: TreeView reveal creates a race condition with `TreeDataProvider#getChildren`
Labels: bug,tree-views

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If the tree provider is loading the tree and `TreeView#reveal` is revealing an element that is not loaded yet (so the parents are loaded) then a race condition can cause the view to break with the message "Element with id X is already registered".

I have also tried to create a promise queue as suggested in [this comment](https://github.com/microsoft/vscode/issues/142328#issuecomment-1046907141) but the issue still exists. I think this issue is caused by `reveal` and `refresh` of the tree, like it's not reveal statements causing it but rather the tree is not synchronized with reveal.

See the following example repo (based on the tree view sample): https://github.com/EhabY/TreeViewRevealExample/tree/main
1. Run the extension
2. Run the command `Test View: Reveal`


https://github.com/microsoft/vscode/assets/12927950/4ec40555-aefc-4ab1-adb1-569fa418e716


For reference this what the executed command does:

```javascript
// refresh the parent
provider.refresh();

// Reveal the child which will load the parent
this.promiseQueue = this.promiseQueue.then(async () => view.reveal({ key: "aa" }, { focus: true, select: false }));

// refresh the parent
provider.refresh();
```
Repository: godot
Issue: Vulkan: Permanent FPS drop and VRAM utilization increase after viewport is resized many times
Labels: bug,topic:rendering,topic:3d,performance

### Godot version

4.2.dev3, 4.2.dev 541674d10 (could reproduce this in 4.0.beta too)

### System information

Fedora 38, GeForce RTX 4090 (NVIDIA 535.98)

### Issue description

https://github.com/Calinou/godot-photo-mode-demo exhibits permanently increased VRAM usage after settings are temporarily increased once (from 3.8 GB to 5.3 GB), and then twice (from 5.3 GB to 5.5 GB). Subsequent settings toggles don't affect VRAM usage significantly:

https://github.com/godotengine/godot/assets/180032/77b21bc5-010d-4a94-a538-737bb8827ae1

However, if I perform the same operation in 4K, a permanent performance drop occurs after VRAM is fully exhausted by the settings toggle. (This photo mode internally renders the viewport in 8K if the window size is 4K.)

https://github.com/godotengine/godot/assets/180032/a49fd143-d085-4353-ba8c-0c6d6ffd0666

VRAM exhaustion is supposed to destroy performance, but I think performance should go back to normal levels after VRAM usage goes to normal levels and previous settings are restored.

This seems to be made more evident when enabling Environment effects such as SDFGI and volumetric fog.

### Steps to reproduce

- Use a FPS monitor while project is running (built-in or external).
- Monitor VRAM utilization using an external program such as MangoHud, LibreHardwareMonitor or `nvidia-smi`.
- In a 3D project, resize the window or viewport's 3D buffer at run-time using `get_viewport().scaling_3d_scale`.

### Minimal reproduction project

https://github.com/Calinou/godot-photo-mode-demo

I can try to create a more minimal MRP if needed.
Repository: transformers
Issue: Edit train_dataloader in callbacks
Labels: Feature request

In certain scenarios, it becomes necessary to modify the train_dataloader after each epoch. This can be managed through callbacks since the train dataloader is passed to the callback function. However, it's worth noting that the dataloader for training is not a variable within the base Trainer class. Instead, an [independent variable called train_dataloader](https://github.com/huggingface/transformers/blob/v4.32.1/src/transformers/trainer.py#L1569) is created at the beginning of training. Unfortunately, when we attempt to make changes to this dataloader within callbacks, it doesn't seem to have the desired effect.

Here's a code example illustrating this issue:
```python
class CustomCallback(TrainerCallback):
    def on_epoch_begin(self, args, state, control, model, tokenizer, **kwargs):
        kwargs['train_dataloader'] = new_dataloader
```
The problem appears to be that even though we try to update train_dataloader within the callback, it doesn't affect the dataloader as expected.

Please share a reference to the data loader utilized for training in the callback, rather than a duplicate, to allow for modifications to the data loader within callbacks. Currently, there is no other method available to make changes to the data loader after each epoch or after a certain number of steps.

To make the train_dataloader editable by callbacks, it would be beneficial to associate it directly with the Trainer class, rather than creating it as an independent variable. This would enable callbacks to modify it effectively, as the current implementation creates a copy that is not affected by changes made within callbacks.


### Who can help?

@muellerzr @pacman100 @Narsil 

### Information

- [ ] The official example scripts
- [x] My own modified scripts

### Tasks

- [ ] An officially supported task in the `examples` folder (such as GLUE/SQuAD, ...)
- [x] My own task or dataset (give details below)

### Reproduction

```python
class CustomCallback(TrainerCallback):
    def on_epoch_begin(self, args, state, control, model, tokenizer, **kwargs):
        kwargs['train_dataloader'] = new_dataloader
```

### Expected behavior

The dataloader used for training should be replaced by the new_dataloader passed in callbacks
Repository: godot
Issue: Usage of StyleBoxFlat  or StyleBoxTexture in Slider theme does not function as one might expect
Labels: discussion,topic:gui

### Godot version

4.1.1.stable and 4.2.dev3.mono were tested

### System information

Fedora Linux 38 (Workstation Edition)

### Issue description

When a "StyleBoxFlat "is assigned to a HSlider's  or VSlider's "Slider" theme override property it results in nothing being shown *unless* one assigns a positive value to the  top or bottom values of " expand margins"  in the case of a Hslider or "left" and "right" in the case of a vertical slider. 


How it looks with no margins:

![Screenshot from 2023-09-02 22-48-19](https://github.com/godotengine/godot/assets/74463310/79b0ab72-223c-4547-be36-45b249f166a3)

Using expand margin as a janky half-solution ( it only really works as such if you never need to dynamically resize your sliders , since you are using pixels instead of filling the area : 

![Screenshot from 2023-09-02 22-50-51](https://github.com/godotengine/godot/assets/74463310/48106689-279b-4572-bde6-632189280fc6)

This is counter-intuitive to what i think most people would reasonably expect. Which is for it to fill the size of the slider box as usage of a "StyleBoxFlat" would do in a "Panel" node for example

If this is intentional behaviour as a way of letting the user set the size of their own slider then it should be documented better perhaps.

### Steps to reproduce

Just a slider of a direction of your choosing with a "styleboxflat"  or "styleboxtexture" used for its "slider" theme override as described above.

### Minimal reproduction project

Not necessary IMO, will upload if requested of course
Repository: stable-diffusion-webui
Issue: [Bug]: cant run
Labels: asking-for-help-with-local-system-issues

### Is there an existing issue for this?

- [X] I have searched the existing issues and checked the recent builds/commits

### What happened?

python3: /opt/anaconda/bin/../lib/libstdc++.so.6: version `GLIBCXX_3.4.30' not found (required by /usr/lib/libtcmalloc_minimal.so.4)

### Steps to reproduce the problem

bash webui.sh

### What should have happened?

error

### Sysinfo

arch

### What browsers do you use to access the UI ?

Mozilla Firefox

### Console logs

```Shell
python3: /opt/anaconda/bin/../lib/libstdc++.so.6: version `GLIBCXX_3.4.30' not found (required by /usr/lib/libtcmalloc_minimal.so.4)
```


### Additional information

_No response_
Repository: pytorch
Issue: DistributedDataParallel to support __getattr__
Labels: oncall: distributed,triaged

### 🚀 The feature, motivation and pitch

The DistributedDataParallel wrapped module, beside being a subclass of nn.Module, can have its own additional methods for different situations. Now, under DDP, in order to reference those methods, it'll be quite cubersome to do the following everywhere that we want to reference those methods

```
if is_ddp():
    mymodel.module.method1()
else:
    mymodel.method1()
```

or 

```
if is_ddp():
    my_wrapped_module.method1()
else:
    mymodel.method1()
```


Now if we add `__getattr__` support to the DistributedDataParallel class and have it delegate to the wrapped module for the call, we won't need to either keep track of the wrapped module or reference the wrapped module for the method call needed.

### Alternatives

_No response_

### Additional context

_No response_

cc @mrshenli @pritamdamania87 @zhaojuanmao @satgera @rohan-varma @gqchen @aazzolini @osalpekar @jiayisuse @H-Huang @kwen2501 @awgu @penguinwu
Repository: neovim
Issue: Neovim sends negative numbers for cursor grid pos when cmdheight=0
Labels: bug,ui-extensibility

### Problem

This is a duplicate of https://github.com/neovim/neovim/issues/20306, but that issue is closed and it's still an issue or has got broken again since then, as commented there by @mawkler.

In neovide we get the following logs
```
ERROR [neovide::error_handling] Could not parse event from neovim: invalid event format for event 'grid_cursor_goto' -
 [Integer(PosInt(3)), Integer(NegInt(-1)), Integer(PosInt(0))] - invalid u64 format -1
Neovide panicked with the message 'Could not parse event from neovim: invalid event format for event 'grid_cursor_goto
' - [Integer(PosInt(3)), Integer(NegInt(-1)), Integer(PosInt(0))] - invalid u64 format -1'. (File: src/error_handling.
```
So, it sends `grid_cursor_goto` with `grid: 2, row: -1, column: 0`, the row is negative, which it shouldn't be.


### Steps to reproduce

1. `neovide --nofork -- --clean -c 'set cmdheight=0' -c "=vim.keymap.set('n', '/', 'ms/', { silent = true })"`
2. Press `/p`
3. Neovide crashes with the (logged) message: `Could not parse event from neovim: invalid u64 format -1`

> **Neovim version**: v0.10.0-dev-735+g8fe9f41f7 **Neovide version**: 0.10.4
>

### Expected behavior

Neovim should always send positive cursor positions.

### Neovim version (nvim -v)

0.10.0-dev-735+g8fe9f41f7

### Vim (not Nvim) behaves the same?

N/A

### Operating system/version

Manjaro Linux x86_64

### Terminal name/version

Neovide version**: 0.10.4

### $TERM environment variable

N/A

### Installation

AUR
Repository: PowerToys
Issue: Thumbnail preview always .
Labels: Needs-Triage,Needs-Team-Response

### Description of the new feature / enhancement

Always show thumbnail preview in all image file formats .
![image](https://github.com/microsoft/PowerToys/assets/90002969/a820a2ae-4a21-4aeb-969c-f6a941c9342c)


### Scenario when this would be used?

Always.

### Supporting information

_No response_
Repository: material-ui
Issue: [docs-infra] Missing font in iframe
Labels: bug 🐛,scope: docs-infra

### Steps to reproduce 🕹

Link to live example:

Steps:

1. Open https://mui.com/material-ui/react-app-bar/#responsive-app-bar-with-drawer

https://github.com/mui/material-ui/blob/20d036754e33ad9f27a45663cedf273884f631c1/docs/data/material/components/app-bar/app-bar.md#L39

### Current behavior 😯

See how the font loaded is not Roboto

<img width="744" alt="Screenshot 2023-09-03 at 00 31 24" src="https://github.com/mui/material-ui/assets/3165635/a401436d-d160-4717-8b97-15d5d3dede0c">

### Expected behavior 🤔

Roboto is used:

<img width="737" alt="Screenshot 2023-09-03 at 00 33 01" src="https://github.com/mui/material-ui/assets/3165635/202d09d3-8fa8-4f87-821b-c54237a49f91">

### Context 🔦

Noticed in https://github.com/mui/material-ui/pull/38684#issuecomment-1699983886

I guess we can fix this in https://github.com/mui/material-ui/blob/20d036754e33ad9f27a45663cedf273884f631c1/docs/src/modules/components/DemoSandbox.js#L19

### Your environment 🌎

<details>
  <summary><code>npx @mui/envinfo</code></summary>

```
  Don't forget to mention which browser you used.
  Output from `npx @mui/envinfo` goes here.
```
</details>
Repository: next.js
Issue: Server side dynamic imports will not split client modules in multiple chunks
Labels: bug

### Link to the code that reproduces this issue or a replay of the bug

https://github.com/leo-cheron/nextjs-issue-dynamic

### To Reproduce

Dynamically multiple server of client components from a server page / component:

```js
import dynamic from 'next/dynamic'

const ServerComponentA = dynamic(() => import('./ServerComponentA'))
const ServerComponentB = dynamic(() => import('./ServerComponentB'))

export default () => {
	return (
		<div>
			<ServerComponentA />
			<ServerComponentB />
		</div>
	)
}
```

Where ServerComponentA & B will import respectively ClientComponentA & ClientComponentB like below:

```js
import ClientComponentA from './ClientComponentA'

export default () => {
	return <ClientComponentA />
}
```

ClientComponentA being just a large SVG:
```js
'use client'

export default () => {
	return <svg>[...]</svg>
}
```

### Current vs. Expected behavior

According to the [documentation](https://nextjs.org/docs/app/building-your-application/optimizing/lazy-loading#importing-server-components), _If you dynamically import a Server Component, only the Client Components that are children of the Server Component will be lazy-loaded - not the Server Component itself._

By running bundle analyze, we see that both `ClientComponentA` & `ClientComponentB` are added to same page chunk, where we'd expect them to be split in two lazy loaded separated chunks. This issue defeats the purpose of dynamic loading and will prevent any client module from being loaded on demand.

I also tried to dynamically import `ClientComponentA` from `ServerComponentA` without success. Chunk splitting would only work when dynamic import is used from a client component (which we don't want here).

![image](https://github.com/vercel/next.js/assets/418965/96fadc3d-fefc-4b3f-8fad-9bf725541059)

Build prod demo can be found [here](https://nextjs-issue-dynamic-git-main-internets.vercel.app/)


### Verify canary release

- [X] I verified that the issue exists in the latest Next.js canary release

### Provide environment information

```bash
Operating System:
      Platform: darwin
      Arch: arm64
      Version: Darwin Kernel Version 22.6.0: Wed Jul  5 22:22:05 PDT 2023; root:xnu-8796.141.3~6/RELEASE_ARM64_T6000
    Binaries:
      Node: 19.8.1
      npm: 9.5.1
      Yarn: 1.22.17
      pnpm: 8.7.0
    Relevant Packages:
      next: 13.4.20-canary.15
      eslint-config-next: N/A
      react: 18.2.0
      react-dom: 18.2.0
      typescript: 5.2.2
    Next.js Config:
      output: N/A
```


### Which area(s) are affected? (Select all that apply)

App Router

### Additional context

Any production build is concerned.